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Timer is too long #29
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The time for ardy knights was changed from 300 to 600 due to #4 can you describe your setup in more detail? are you using a splasher? does the npc have mobility beyond one tile? |
No splasher. I just had the knight stuck in a room in south Ardounge square, near all the thieving stalls. And no, the npc did not have mobility. If I let it move every few minutes and then got it back to same spot where I had it stuck, then I could keep it there indefinitely. But yeah if I just let it sit there until that timer got around 260 then it would reset its position back to outside. I later found a splasher in the bank, and the timer would just keep resetting to 600 after every splash. Thank you for the plugin! |
I just saw the change is because of the previous issue raised which you linked. I'm not sure how they reached their conclusion as this isn't what I have witnessed. I had to attack the knight to trap it in the room. You go up the ladder and come right back down for it to stop aggro. Although even if you just ran far away I don't see how that would be different. I can OBS it for you if you want. |
Okay, so I actually met DaraTheGreat and talked to them about it. While my point does stand for solo, apparently Dara's point is valid when the knight is being thieved by large groups, which they believe is the primary use case of the plugin. Anyways, I would just go with what Dara thinks/says as they clearly have a lot more experience with the thieving scene than me. |
Thanks for doing your own investigation on the issue! Perhaps we could accommodate both use cases by having a config option that allows you to switch to solo mode for the shorter ardy knight timer (and the default can be group mode) |
The timer when pickpocketing Knights of Ardounge is too long. It starts at 600, and the knight will disappear around 260 on the overhead timer.
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