Search found 25 matches
- Wed Aug 10, 2005 9:52 pm
- Forum: CoPaP: Development
- Topic: Subrace System
- Replies: 15
- Views: 15456
Okay now i have the conversation working required modifing the OnLoad event to enable the subrace system (in the base mod it is only enabled on one of the avlis servers i guess) so now i can select my race and it says everything is applied and boots you but when you log back in your characters bic ...
- Thu Jul 14, 2005 2:01 am
- Forum: CoPaP: Development
- Topic: nw_c2_default7 script
- Replies: 2
- Views: 4532
- Thu Jul 14, 2005 12:33 am
- Forum: CoPaP: Development
- Topic: nw_c2_default7 script
- Replies: 2
- Views: 4532
nw_c2_default7 script
Could someone from Avlis send me the latest Avlissian nw_c2_default7 script? Or point me to where it might be obtained? I can be emailed here: kombinat at hotmail.com
Cheers,
kombinat
Cheers,
kombinat
- Fri Apr 08, 2005 2:45 am
- Forum: CoPaP: Development
- Topic: Proposal to remove uber/banned gear from the economy
- Replies: 79
- Views: 93219
- Wed Apr 06, 2005 5:28 am
- Forum: CoPaP: Development
- Topic: Proposal to remove uber/banned gear from the economy
- Replies: 79
- Views: 93219
True, I'm only looking at it from the point of view of characters with 1 or 2 uber loot items, not the uber merchants. How many 1-2 item characters are there, and how many are there that have bags full of banned gear? The numbers there should determine whether this approach would be effective would ...
- Wed Apr 06, 2005 4:45 am
- Forum: CoPaP: Development
- Topic: Proposal to remove uber/banned gear from the economy
- Replies: 79
- Views: 93219
JO, Unless I misunderstand the original post, Psyco's proposal doesn't match that interpretation. The proposal is aimed at preventing the uber loot from being handed down as characters retire, so the gear leaves the world along with the retiring character. It makes the item's lifespan match the char...
- Wed Apr 06, 2005 2:23 am
- Forum: CoPaP: Development
- Topic: Proposal to remove uber/banned gear from the economy
- Replies: 79
- Views: 93219
I can't see this being implemented copap wide. If I remember the charter correctly, very few game mechanics are actually required copap-wide, especially if you are a NACS. So what would happen is that when someone visited world X with this feature, and the local DM stepped forward and superglued al...
- Sat Mar 26, 2005 10:40 am
- Forum: CoPaP: General Discussion
- Topic: Desiring a cute dragon model...
- Replies: 14
- Views: 15436
- Thu Mar 10, 2005 10:12 pm
- Forum: CoPaP: Development
- Topic: Instructions for Installing CoPaP Systems (Wiki)
- Replies: 8
- Views: 15666
- Fri Mar 04, 2005 4:39 am
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 77096
- Thu Mar 03, 2005 5:38 pm
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 74391
- Fri Feb 25, 2005 10:45 pm
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 24927
I don't mean 1 for those with no xp penalty and 0 for those with an xp penalty... I mean a blanket 1xp for everyone. If that means it has to be made 1.49xp or something so be it.. the end result is that if you kill a monster that is absolutely no threat to you (CR 10 or more lower or something), you...
- Fri Feb 25, 2005 5:41 am
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 24927
As a mid-way point there... perhaps instead of 0xp it could be 1xp. Still take forever to PG up like that, but you don't HAVE to go to epic adventuring areas to get a slow advance, that way. I like being able to take an adventuring party out with Sand and get a small amount... 100-200xp for a few ho...
- Wed Feb 23, 2005 10:42 pm
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 77096
Only usable out of combat, except to stabilise bleeding PCs, and can't be used to cure diseases/poisons? Sounds like a good approach to me.. diseases would be terrifying to anyone not partied with a mid-high level druid or cleric.. poisons at least you can carry antidotes for. Heal kits would still ...
- Sat Jan 29, 2005 6:38 am
- Forum: CoPaP: Development
- Topic: Proposal for Pale Masters
- Replies: 18
- Views: 20310
- Fri Jan 14, 2005 3:02 am
- Forum: CoPaP: Development
- Topic: Very attractive addition: can this be implemented CoPaPwide?
- Replies: 9
- Views: 11310
- Wed Jan 05, 2005 12:01 am
- Forum: CoPaP: Development
- Topic: Monk's sharp weapons
- Replies: 8
- Views: 9256
- Thu Dec 16, 2004 9:53 pm
- Forum: Miras
- Topic: Hades Staff Introductions
- Replies: 3
- Views: 43719
- Wed Dec 01, 2004 10:58 pm
- Forum: Miras
- Topic: Gray Waste Entrapment by the book?
- Replies: 11
- Views: 15870
- Tue Nov 16, 2004 9:56 pm
- Forum: Miras
- Topic: A note to anyone who plans on making a character in Hades.
- Replies: 8
- Views: 12898
- Wed Oct 20, 2004 12:24 am
- Forum: Tairis'nàdur News
- Topic: Tairis'nàdur Finally Picks Second Ambassador
- Replies: 4
- Views: 9359
- Tue Aug 24, 2004 10:16 pm
- Forum: CoPaP: General Discussion
- Topic: Druid Poison Immunity broken CoPaP wide?
- Replies: 6
- Views: 6762
- Sat Jul 31, 2004 12:04 am
- Forum: CoPaP: General Discussion
- Topic: Characters & Planar Travelling :)
- Replies: 21
- Views: 21612
- Thu Jul 01, 2004 11:39 pm
- Forum: Scripters and Coders' Forum
- Topic: (Greater) Magic Fang
- Replies: 5
- Views: 6818
- Thu Apr 22, 2004 2:24 am
- Forum: CoPaP: General Discussion
- Topic: Are +3 weapons and glowsticks prestigious anymore?
- Replies: 34
- Views: 34132