Quote:
Originally Posted by BadmanDiogo
That's right but atm all i could do is making the guard spell revive, but only if im blue named, and besides they take me HP from doing that o_O
Sorry didnt clarify that
Its 5165 version
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That's because you are apparently only displaying the spell effect. You want to change the guard attack spell, change it's damage to 0 (incase for some messed up reason the source is still doing dmg to you) and then do the actual revival of the player (not just the spell effect)
Ps: am I the only one who for some reason right now feels that it would be simpler to have a revive radius and the guard will check for players that are in range and do a mass revive ever 5-10 seconds?
Then again I suppose doing it that way would use needless system resources... it would fix any buggy targeting that the guards are doing though.
Ooh and the guards only attacking people who are flashing is because the way guards are written they check if the player is flashing to kill them.
<edit>
My bad... I think my hangover is to blame for not thinking of this earlier.
Why not have the guard behave similarly to a 'normal' mob in that it tries to attack the player when it is near (without moving though, if not the guard will jump around trying to attack ppl) and then just do a check to see if they are alive or not. If dead, break the attack and try someone different. That way you avoid the entire flashing/not flashing problem all together.