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Just to clarify.. you are still able to use either system you just lose the increased functionality of the new one if you do it this way...correct? Either way an easy fix but I'll have to get it done after work. Will update soon. |
Thanks for taking this on bud - I'm sure many people will appreciate it
If you want to pretty it up and make sure it all works and is tested that would be great. Swap out special attacks for the new hotness and make sure that works and things should be good I will make sure that all of this gets into our new docs we've been working on for 2018 |
will the LoadMySQL() stuff work as advertised in the .json world as presented here?
http://www.eqemulator.org/forums/sho...039#post227039 |
Yes as long as you have the latest plugins from the PEQ repo
https://github.com/ProjectEQ/project...ugins/MySQL.pl |
any chance I could get an example in JSON?
i put this at the end after the last } file loads but I see the following in world [Update] No script update necessary... garbage after JSON object, at character offset 1977 (before "ub Loadmysql{\t\n\tu..."} at eqemu_server.pl line 1147 |
@deladriendil
This is what I use: Server Folder/plugins/MYSQL.pl Code:
#::: Akkadius Quote:
Current plans:
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awesome. sorry, i misunderstood where that chunk of code went. got it now.
So we are just waiting on the change for the new special abilities then this is ready to test? or am I missing something. |
No what you have now should work I briefly tested it. When I get everything I want done it'll be a simple drag and drop into the appropriate folders and you won't have to do anything further assuming you have no other customizations in your zone_controller.pl
Since I'm trying to migrate to the plugins folder any added functionality past my list will be drag an drop as well. |
Hi. I first wanted to thank you for coming up with such an awesome approach to scaling. I am using it to setup a solo tuned server for my family and friends and have been playing with it for a bit. One thing I am unsure of is whether this approach will scale spells/procs of NPC's and how that works? What effect does the spell_scale column have on the NPC's?
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Spell Damage Scaling (100 = 100% or normal, <100 is weaker, >100 is stronger) I still work on this from time to time.. I need to take some time out to just completely rewrite it in a cleaner way, it is so dirty atm. |
Thanks Splose. Does it also affect procs? I tested with #Korucust in chardokb. He has a 1600 dmg life tap proc. It seemed he was classified as a type '1' NPC based on that was the type he inherited his other scaling from. I set spell_scale to 30 and he still had a full dmg proc, so I am wondering if procs are a special case?
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It seems that editing the values on the NPC itself in the npc_types table works for scaling the proc, but setting the spell_scale and heal_scale to 0 does not result in the npc_scale_global_base value applying. It could be working fine for the standard casting spells but the NPC I am testing with casts nothing not lifetap and dots. I will find an NPC that casts something besides a DOT and see if that is working.
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there is also this now. https://github.com/EQEmu/Server/wiki/NPC-Scaling
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Yes I am very familiar with it, thanks. That was actually very helpful once I found it, but the behavior seems to be different from described. I suspect its specific to procs or the lifetap for this NPC or something. I'll try testing a few more NPC's, maybe I am just unlucky.
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Ok, spell_scale from the npc_scale_global_base is it is definitely not being applied when the NPC's spellscale and healscale are 0. For now i will work around it by updating the npc_types table directly which appears to work but you might want to check the code around that area as there is a bug somewhere.
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I recommend going to link by superpally (https://github.com/EQEmu/Server/wiki/NPC-Scaling). Huge improvement and it is being done source side rather than through Perl. |
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