...such as Runed Skull.
They should be prohibited from being carried at all.
[1.0.4] Antimagic chars can use carried arcane objects...
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- Sher'Tul Godslayer
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Re: [1.0.4] Antimagic chars can use carried arcane objects..
Then how would you sell/mog them? Or feed them to spellhunt remnants?
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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
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- Uruivellas
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Re: [1.0.4] Antimagic chars can use carried arcane objects..
A simple check to disallow the on carried abilities would make more sense.
Re: [1.0.4] Antimagic chars can use carried arcane objects..
I can only think of two objects that would be affected by this.
Runed Skull and Burning Star.
Neither of which have any significant benefits for a Zigorite anyway.
So why bother?
Edit: and the crystal of Telos.
Runed Skull and Burning Star.
Neither of which have any significant benefits for a Zigorite anyway.
So why bother?
Edit: and the crystal of Telos.
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- Sher'Tul Godslayer
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Re: [1.0.4] Antimagic chars can use carried arcane objects..
Two are light radius, I see no objection to those. I don't remember what runed skull does. And is light radius really going to be affected by antimagic? It's going to magically stop glowing the moment they touch it?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: [1.0.4] Antimagic chars can use carried arcane objects..
It's just the principle that bothers me. I like intra-game consistency
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- Sher'Tul Godslayer
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Re: [1.0.4] Antimagic chars can use carried arcane objects..
Intragame consistency works. We already have that. Antimagic doesn't stop arcane items from working (see: Adventurer. Also, Druid.). It's the intense hatred and bigotry of Zigur that causes them to (willingly) not put it on.
THEY CHOOSE NOT TO PUT IT ON! Not "They can't put it on". It's "They don't want to."
By the logic that they shouldn't be able to pick it up, same logic should apply to all arcane items across game, for consistency. (Obviously wouldn't work, unless you could get spellhunt to eat off the floor...)
As for antimagic interfering with effects, The tree doesn't interfere with any passive magic effects on arcane items. Only active things you choose to use/activate. So again, the tree itself would not (according to ingame consistency and lore) interfere with these from functioning.
Consistency demands they remain as they are.
THEY CHOOSE NOT TO PUT IT ON! Not "They can't put it on". It's "They don't want to."
By the logic that they shouldn't be able to pick it up, same logic should apply to all arcane items across game, for consistency. (Obviously wouldn't work, unless you could get spellhunt to eat off the floor...)
As for antimagic interfering with effects, The tree doesn't interfere with any passive magic effects on arcane items. Only active things you choose to use/activate. So again, the tree itself would not (according to ingame consistency and lore) interfere with these from functioning.
Consistency demands they remain as they are.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.