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Limiting the amount of Monster "Pets"  XML
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Ducatisto



Joined: 08/23/2005 04:43:52
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I am running Druids RPG now on my servers but one request has been asked of me is to reduce the amount of monsters that are summoned by the charm. Is there a way of implementing this?

A great mutator Druid, I hereby give you a hearty slap on the back

Duca
v0rTeX

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If you use the Enhanced summon charm it will only allow one pet for the person who uses it. It then breaks and even if said person finds another they can only have one pet at a time.

The regular monster summon charm is the problem. It allows something like 4 or 5 pets per person. Just comment out the line about the regular summon charm and leave the enhanced version in tact. That should fix the problem.
Drago'Nish

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wel now, then how did i got more then 1 pet with the enhanced charm ?
if you pick-up a new 1, and use it, then you still get a 2nd.
somehow the new charm gets a different ID, or however that it works.
this way, offline ive had about 4-5 pet's,
so you tell me if it is possible or not.

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cplmac

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It is indeed possible to have more than one pet. With the enhanced summoning charm just as vortex said you use it once, get a warlord (the only pet the enhanced will give you) and then it breaks, however if you get another enhanced you can get another warlord. Vortex is also right about the regular summoning charm, it will allow you to summon up to 4 pets. If one of your pets dies you will be allowed to summon another. The regular summoning charm is a headache to most players who don't care for pets because as I'm sure you have noticed, it clogs elevators, hallways, doorways, and the radar.

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Ducatisto



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v0rTeX wrote:
If you use the Enhanced summon charm it will only allow one pet for the person who uses it. It then breaks and even if said person finds another they can only have one pet at a time.

The regular monster summon charm is the problem. It allows something like 4 or 5 pets per person. Just comment out the line about the regular summon charm and leave the enhanced version in tact. That should fix the problem. 


I have indeed deleted the regular Monster Summon charm line but it still summons more then one pet. I also have another problem with Loaded. I have in the ini set the max level to 1 but players have still bought higher levels then that. My only option is to take it out completely but although I think level 5 is way over the top I do like the option of having at least 1 level in Loaded.

Duca
v0rTeX

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Yeah Druid was trying to make it so we could specify the costs and max level but it didnt work out. He might be posting a section on how to code up a custom version of loaded so we can specify those things and make our own addons.

I forgot about picking up other charms. I am used to using the unbreakable one I have now. =)

Also cpl, the warlord is not the only pet the summon charm gives. It is usually the only one it will summon if you have 100 adren when you activate it.

Admins can specify in the INI file what pets to allow but if you dont want a warlord you have to activate it before you get 100 adren.
edomingox

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What happens is you summon your first monster. then die. then when you come back for the next wave AND your first monster is still alive, you can summon another one. For some reason it doesnt count your previous monster from your previous life. It's a problem I notice that goes around that limit one per person monster. I brought this up a while back but it doesnt look like too many people are abusing it. I still think the Monster Master Class should be the only class that can summon monsters. That or eliminate monsters.

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Ducatisto



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v0rTeX wrote:
Yeah Druid was trying to make it so we could specify the costs and max level but it didnt work out. He might be posting a section on how to code up a custom version of loaded so we can specify those things and make our own addons.

I forgot about picking up other charms. I am used to using the unbreakable one I have now. =)

Also cpl, the warlord is not the only pet the summon charm gives. It is usually the only one it will summon if you have 100 adren when you activate it.

Admins can specify in the INI file what pets to allow but if you dont want a warlord you have to activate it before you get 100 adren. 


I hope Druid can get Loaded fixed as I feel it adds that bit extra for players to buy, I hate having to null it out

Duca
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edomingox wrote:
I still think the Monster Master Class should be the only class that can summon monsters. That or eliminate monsters. 


I vote to eliminate monsters, I have summoned monsters only to have them get in my way, so you can imagine how I feel when other's monsters do it. I just don't do it anymore, I'm tired of chasing a monster down then find out it's someone's pet.

Here's a quick idea.
1. Other's can kill your pet.
2. That pet can take twice as much damage from a player before it dies.
3. That pet now can focus his rage upon that player
4. The player killing the pet gets NO exp or points for his kill.

This, to me, serves a purpose to the extent that if a player hates pets so much that he is willing to waste time in killing it without any benefit to himself then he should be allowed to. Also, the person creating pets should be aware that others dislike his pet and will be attempting to kill it.

I don't really expect this to happen, I just wanted to rant for awhile and get it off my chest. Either way, happy hunting!






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v0rTeX

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FodderFigure wrote:

1. Other's can kill your pet.
 


This can be accomplished with Friendly Fire turned on.

FodderFigure wrote:

4. The player killing the pet gets NO exp or points for his kill.
 


I believe if FF is turned on there is no experience for killing them since they are on the same team with you.


I believe Friendly Fire should always be turned on in Invasion. Maybe not to 100% but to some extent. It cuts down on spam flakkers and rocketeers, teaches people to learn to aim, and adds a good amount of challenge when things get crowded.
cplmac

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The way Druid has it set up, a warlord is the only monster you can summon with the enhanced summoning charm. The titan and queen were removed some time ago. I'm sure you can set it up however you see fit.

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TheDruidXpawX

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In a future release of druidsrpg both Monster Tongue and the summon charm will be rotated out (which is just a kind way of saying deleted) in favor of something more like a monster master where you can pick which monster to summon.

In the meantime, if you hate em, remove the charm and the skill from your UT2004RPG.ini

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v0rTeX

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Yeah Ive been using only the enhanced summon charm and not allowing the monster tongue skill for some time now. It works great.

With a 60 second spawn delay on artifacts and making the enhanced charm have a chance in the second tier instead of the third we dont see more than 1 per 3 players very often.
Ducatisto



Joined: 08/23/2005 04:43:52
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TheDruidXpawX wrote:
In a future release of druidsrpg both Monster Tongue and the summon charm will be rotated out (which is just a kind way of saying deleted) in favor of something more like a monster master where you can pick which monster to summon.

In the meantime, if you hate em, remove the charm and the skill from your UT2004RPG.ini 


Hi Druid,

I hope you read my thread starter. It is just that it seems "normal" Monster summon charm is working instead of the enhanced version even though the lines are deleted from the ini file, oh well roll on Monster master!!

Duca
Deunan

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TheDruidXpawX wrote:
In a future release of druidsrpg both Monster Tongue and the summon charm will be rotated out (which is just a kind way of saying deleted) in favor of something more like a monster master where you can pick which monster to summon.

In the meantime, if you hate em, remove the charm and the skill from your UT2004RPG.ini 
If you do monster master, is this going to be for everybody then? Or just players with loaded artifacts..

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