NoCombat

Archive of the older Feature Request Forum Posts
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qrak
Grandmaster Poster
Posts: 198
Joined: Sun Feb 05, 2006 4:35 pm

NoCombat

Post by qrak »

NoCombat 1 should check for applyrawdamage because if player casts mass spell eg. earthquake all players around take damage from that spell.
SMJ
Grandmaster Poster
Posts: 113
Joined: Wed May 10, 2006 5:15 pm

Post by SMJ »

Why not just set a CProp or write a script to control the application of magical damage?

That way, when your mage casts a spell, if they're a player, and the target is a player, you just return 1 before applying damage.

Unless I misunderstood the suggestion...
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Austin
Former Developer
Posts: 621
Joined: Wed Jan 25, 2006 2:30 am

Re: NoCombat

Post by Austin »

qrak wrote:NoCombat 1 should check for applyrawdamage because if player casts mass spell eg. earthquake all players around take damage from that spell.
All it was designed to do, was make it so you can't engage someone in combat. These regions however, have enter and leave scripts available and you could use those to mark the victim (custom property) as unable to be damaged by those functions and check it in the scripts that use the function.
qrak
Grandmaster Poster
Posts: 198
Joined: Sun Feb 05, 2006 4:35 pm

Post by qrak »

yeah - you're right and i've found nice thing - OnAttack repsys.cfg hook in pol97
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