I didn't test the fire wall, but I can. However, here is some information about murder counts and fire field spells from the 3/19/99 patch notes:nightshark wrote:I was sure of this one, but didn't mention it because I was certain it would be shut down. Poison ticks shouldn't get you guard whacked.Kaivan wrote:
- Poison ticks are not considered attacks (that is, each tick is not considered you attacking the victim).
I don't know if you want to check this one either, because in a way it isn't relevant - but I believe you shouldn't receive a "xxxxx is attacking you!" message on running through a firewall. I'm not sure a firewall should count toward murder counts, period. If I had the bandwidth for downloading the demo there's so much crap I'd test. Once I can afford to change ISPs I will test a whole lot of shit.
edit: firewall, lol... too much 1998 battlenet
Energy vortexes and blade spirits will function a lot like the field spells with regards to the reputation consequences. They still attack victims normally, and the caster is completly responsible for their actions. This includes being cast as a murderer should the blade spirit/ vortex attack and contribute to the death of the victim. However, merely running into a blade spirit or energy vortex will no longer be grounds for reporting the caster for murder. The caster will become criminal should someone take indirect damage from such a spell, but much like fire field, they will not be reportable for murder.
When I say set up, I mean physically setting up the script on the server.nightshark wrote:What does "can be set up" mean? Any time who wants? Where is the guard check done in the demo? Beginning, end, or both?Kaivan wrote:Ok, this took a while to find the answer for (had to work through the scripts), but these spells can be set up to have guards be called at any time that they want. For example, it is possible for them to have the spell act as an aggressive action at the beginning (like we see across the board with the demo), or they can have it act as an aggressive action at the moment that damage is done. All it really requires is that they move the variables around to different portions of the script.
As for the guard whack check, it's done at essentially the same time that the animation is played, which is done as soon as the spell is targeted.