Hero low lvl travelling and defeat-all's


Assailant

 

Posted

hmm actually I like that idea...

/unstuck $target

This takes the target spawn and simply drops them back at their original spawn point (since mobs tend to walk into walls/places they can't be attacked or be knocked back into them).


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A real showstopper!

 

Posted

[ QUOTE ]
hmm actually I like that idea...

/unstuck $target

This takes the target spawn and simply drops them back at their original spawn point (since mobs tend to walk into walls/places they can't be attacked or be knocked back into them).

[/ QUOTE ]

would save the GMs a fair bit of time



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

[ QUOTE ]
[ QUOTE ]
hmm actually I like that idea...

/unstuck $target

This takes the target spawn and simply drops them back at their original spawn point (since mobs tend to walk into walls/places they can't be attacked or be knocked back into them).

[/ QUOTE ]

would save the GMs a fair bit of time

[/ QUOTE ]
Yup, although I'd go for the original "without $target" version of the command, affecting all remaining mobs but only usable after 95% of mobs have been defeated, or 60 minutes, or some such.

If a mob's been well and truly knocked back into a wall, or wandered off the map before players even reached it, it won't be selectable to direct the command at in the first place.


 

Posted

F'coz I HAVE been helped by GMs to fix the annoying stuck/lost mob. No it's not an urban legend, they do pop out and help you at times.

Still, a 95% - 98% kill rate is a good suggestion, and also look over the story arcs so it's only defeat all when it actually makes sense.


 

Posted

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Still, a 95% - 98% kill rate is a good suggestion, and also look over the story arcs so it's only defeat all when it actually makes sense.

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No point looking over the missions/arcs for kill alls - after all this would take dev time and what harm would using this functionality on a mission that isn't kill all do? None.


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