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May 11, 2024, 03:56:51 pm *

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Author Topic: fixed waypoints  (Read 4368 times)
stad
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« on: April 11, 2012, 01:37:28 am »

Hunter,

Can you change the fixed waypoints so that they cant be dispelled or destroyed?

Was yesterday in HOH and waypoint was gone.
I think if you have a bard you can dispell it with the song
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Nakemdun
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« Reply #1 on: April 11, 2012, 10:43:33 am »

Summoned Waypoint FTW .... I know it takes 3 seconds to open bag and get it out and click it, thats just way to long to wait to get instance. Tongue
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napoleonn
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« Reply #2 on: April 11, 2012, 11:23:43 am »

I don't think he's going to change it. He's already made a post saying deal with it or don't kill the waypoints. I never use them anyways i use my Summon Waypoints...
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hateborne
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« Reply #3 on: April 11, 2012, 07:15:43 pm »

This may fix it:
Code:
UPDATE spells_new SET nodispell = 1 WHERE id = 9918;

Adding to Master List.


-Hate
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I'm so sorry Hunter, I tried...
Hunter
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« Reply #4 on: April 11, 2012, 09:52:11 pm »

Its just an npc spawning, not a spell going off, so its just a matter of making it not killable.
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Hunter - EZ Server GM
hateborne
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« Reply #5 on: April 11, 2012, 10:01:26 pm »

Perhaps this?
Code:
UPDATE npc_types SET npcspecialattks = 'GH' WHERE name = 'Waypoint' and lastname = 'Waypoint';

-Hate
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I'm so sorry Hunter, I tried...
Hunter
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« Reply #6 on: April 12, 2012, 08:06:32 pm »

I cloned the Waypoint and the clone will now be the static waypoints. Just the same, I've made the player Waypoint "G" for Immune.

Should be fixed and running fine by reboot.
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Hunter - EZ Server GM
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