Harry
2012-01-01 16:29:21
Most randoms can be "suicided", where you fail it and be teleported to a random location. SRL should take advantage of this. Most either have a "X times you fail and are sent off" or "after X minutes you are free to leave".
Beekeeper: Fail 6 times and are sent off.
Grave Digger: Can leave instantly after talking to him ("failing" when you've never even touched the coffins).
Prison Pete: ~15 minutes and can leave through gate.
All the others have some sort of system like this I think.
Should be a fun addition to make SuicideRandoms as a global (default Off) to fail these randoms and then teleport to Lumbridge, where scripts that have it enabled to activate their deathwalk etc.
It's better to fail a random if your script has deathwalk, instead of sitting inside the random for days. If your script has deathwalk, why not use it, and not have anything stop you, even randoms?!
Beekeeper: Fail 6 times and are sent off.
Grave Digger: Can leave instantly after talking to him ("failing" when you've never even touched the coffins).
Prison Pete: ~15 minutes and can leave through gate.
All the others have some sort of system like this I think.
Should be a fun addition to make SuicideRandoms as a global (default Off) to fail these randoms and then teleport to Lumbridge, where scripts that have it enabled to activate their deathwalk etc.
It's better to fail a random if your script has deathwalk, instead of sitting inside the random for days. If your script has deathwalk, why not use it, and not have anything stop you, even randoms?!