Deep Slumber/Sleep
Deep Slumber/Sleep
When you are in combat and you cast then sending enemies into a sleep, this should stop the fight. Afterwards you are not able to move because you are still fighting, and the mob itself is neutralized in a sleeping state. Is there a way to have code recognize you are no longer in combat? This makes useful if trying to flee many enemies.
The belief in a supernatural evil is not necessary;
Men alone are quite capable of every wickedness.
-Joseph Conrad, Under Western Eyes
-Tofuergus Greenroot, Gnomish Ranger
Men alone are quite capable of every wickedness.
-Joseph Conrad, Under Western Eyes
-Tofuergus Greenroot, Gnomish Ranger
- Raona
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Re: Deep Slumber/Sleep
One can't flee, either; the message
"You aren't fighting anyone."
is returned. The sleep-casting PC can go to Position 9, Timer recentfight to nil, and Fighting to none and still be unable to walk away, so I'm not sure what that restriction is triggering on, though the sleeping victim still lists the sleep-casting PC as who they are fighting (and the rounds continue to count up), so that's probably it.
I'm pretty sure this is an issue with SAP and STUN as well (see http://www.forgottenkingdoms.org//board ... un#p100659).
"You aren't fighting anyone."
is returned. The sleep-casting PC can go to Position 9, Timer recentfight to nil, and Fighting to none and still be unable to walk away, so I'm not sure what that restriction is triggering on, though the sleeping victim still lists the sleep-casting PC as who they are fighting (and the rounds continue to count up), so that's probably it.
I'm pretty sure this is an issue with SAP and STUN as well (see http://www.forgottenkingdoms.org//board ... un#p100659).
- Raona
- Staff
- Posts: 4944
- Joined: Fri Aug 19, 2005 3:40 pm
- Location: Waterdeep - Halls of Justice
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Re: Deep Slumber/Sleep
Yay! This looks to be fixed - not just for Sleep, but also STUN and SAP as well.