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 Garg stats and no monster zones 
Jaigur
Corporal
Corporal

Joined: 07 Jul 2016
Posts: 31
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I was in lab 6, and used a garg stat at the beginning of the lab - but it couldn't follow me into the main lab area - I assume because of the 'no monster' line in the doorway.
I dug up a super old post when I talked about this before (https://aranock.rpg-board.net/t3445-garg-stat-stuck-in-lab-10)

Anyway would it be possible to change the garg stat to act like a compulse or a GC so it doesn't get stuck in the 'no monster' zones?
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Offended
Lieutenant
Lieutenant

Joined: 14 Apr 2016
Posts: 113
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There are several places in labs where this happens. Lab 3 I've found to be the worst. If you don't time it right, it takes 3 garg stats to just get going.

It would be nice to flag a garg stat the same way as a GC... too nice Laughing
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Lordlava
Greater God
Greater God

Joined: 16 Mar 2016
Posts: 1558
Location: The Land Down Under
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It appears to work for me.

Or maybe that was after I changed the code to switch off the Monster Kindred flag on the Garg Statue.

See if that fixed it.

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