Title: fixed waypoints Post by: stad 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 Title: Re: fixed waypoints Post by: Nakemdun 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. :P
Title: Re: fixed waypoints Post by: napoleonn 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...
Title: Re: fixed waypoints Post by: hateborne 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 Title: Re: fixed waypoints Post by: Hunter 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.
Title: Re: fixed waypoints Post by: hateborne on April 11, 2012, 10:01:26 pm Perhaps this?
Code: UPDATE npc_types SET npcspecialattks = 'GH' WHERE name = 'Waypoint' and lastname = 'Waypoint'; -Hate Title: Re: fixed waypoints Post by: Hunter 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. |