WatersEdge / l1j-en

Automatically exported from code.google.com/p/l1j-en
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castle guards will target chaotic castle owners #183

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
n/t

Original issue reported on code.google.com by tric...@gmail.com on 27 Jun 2011 at 3:58

GoogleCodeExporter commented 8 years ago
may be fixed in r607.  needs testing

Original comment by tric...@gmail.com on 28 Jun 2011 at 3:18

GoogleCodeExporter commented 8 years ago
this fix, assuming it works, may affect all guards in the town, not just the 
castle.  I'm not sure that town guards and castle guards have no overlapping 
npcid's.

If so I think its ok either way, why not let them have a bit of safety in the 
town that their castles control lol

Original comment by tric...@gmail.com on 28 Jun 2011 at 4:21

GoogleCodeExporter commented 8 years ago
they should attack if you are near a castle and guards dont do this now.

Original comment by Nuijen...@gmail.com on 2 Jul 2011 at 1:47

GoogleCodeExporter commented 8 years ago
Do you mean chaotic castle owners, or chaotic players in general

will

Original comment by tric...@gmail.com on 2 Jul 2011 at 3:48

GoogleCodeExporter commented 8 years ago

Original comment by tric...@gmail.com on 4 Jul 2011 at 7:42

GoogleCodeExporter commented 8 years ago
r676 fixes this, but I only tested kent.  Every castle needs to be checked for 
any npc's that may be missing from these checks, I'm sure there's quite a few 
still.

The code / method of fix works though, and doesn't break guards in other areas 
anymore.

Reopening this bug as a reminder to check other npc's for myself (or anyone 
else who would like to help)

Original comment by tric...@gmail.com on 8 Jul 2011 at 2:37

GoogleCodeExporter commented 8 years ago
this tickets can be closed they are fixed and merged in into the github.

Original comment by Nuijen...@gmail.com on 25 Jul 2011 at 5:14