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Posts Made By:
Zuesrooster
Forum:
Development::Development
09-25-2006, 12:01 PM
Replies:
7
Bards and thier code changes
Views:
3,435
Posted By
Zuesrooster
All I know is when stepping through it, it called...
All I know is when stepping through it, it called the Mob function instead of the client method. Wasn't binding to the right method, I haven't programmed much in C++ and consider myself a beginner in...
Forum:
Development::GeorgeS's Tools
09-17-2006, 11:48 PM
Replies:
443
Updated Tool - EqItems Item Editor
Views:
168,613
Posted By
Zuesrooster
Did you set up an ODBC connection?
Did you set up an ODBC connection?
Forum:
Development::Database/World Building
09-15-2006, 02:17 PM
Replies:
9
Two missing AA's for Bards
Views:
3,254
Posted By
Zuesrooster
that is the MaxValue for an unsigned Int32. It is...
that is the MaxValue for an unsigned Int32. It is often used to initilize int32 variables. Don't worry to much about it basically means that column has no real value for that AA. One correction with...
Forum:
Development::Development
09-14-2006, 12:13 PM
Replies:
7
Bards and thier code changes
Views:
3,435
Posted By
Zuesrooster
Tested it the only change is where it adds in the...
Tested it the only change is where it adds in the extra points for singing and instrument mastery it should be
if(IsClient())
{
if(spells[spell_id].skill == SINGING)
effectmod +=...
Forum:
Development::Development
09-14-2006, 01:34 AM
Replies:
7
Bards and thier code changes
Views:
3,435
Posted By
Zuesrooster
I am doing this at work so I haven't really had a...
I am doing this at work so I haven't really had a chance to test it out but I am 90% sure that replacing GetInstrumentMod with:
if(GetClass() != BARD)
return(10);
int16 effectmod = 100;...
Forum:
Development::Development
09-14-2006, 12:14 AM
Replies:
7
Bards and thier code changes
Views:
3,435
Posted By
Zuesrooster
Your right! Thanks I replaced the 0x0A and the...
Your right! Thanks I replaced the 0x0A and the 0x10 with
action->unknown06 = GetInstrumentMod(spell_id);
and that did the trick! The numbers now match the server numbers as far as...
Forum:
Development::Development
09-13-2006, 01:25 PM
Replies:
7
Bards and thier code changes
Views:
3,435
Posted By
Zuesrooster
Bards and thier code changes
Made a couple of code changes to try and improve bards.
To make the Singing Mastery AA skill work I changed to client_mods.cpp
Line 1353 changed from
if(spells[spell_id].skill == SINGING)...
Forum:
Development::Database/World Building
09-13-2006, 12:28 PM
Replies:
9
Two missing AA's for Bards
Views:
3,254
Posted By
Zuesrooster
Two missing AA's for Bards
insert into `altadv_vars` values (213, 'Instrument Mastery', 3, 3, 4294967295,4294967295,13742,13743, 3, 4294967295, 4294967294,0,0,0,33682,0,0)
insert into `altadv_vars` values (213, 'Singing...
Forum:
Development::Development
09-11-2006, 03:44 PM
Replies:
13
Items requiring components
Views:
3,834
Posted By
Zuesrooster
NO, I'm saying that the only items that should...
NO, I'm saying that the only items that should not require component's are those that are already limited by how many charges of the spell they have. All the items I found that should require...
Forum:
Development::Development
09-11-2006, 07:54 AM
Replies:
7
ZoneDebug.exe crash when I build
Views:
4,346
Posted By
Zuesrooster
I believe I saw the fix in the last post of the...
I believe I saw the fix in the last post of the code on 8-22-06.
Forum:
Development::Development
09-11-2006, 07:09 AM
Replies:
13
Items requiring components
Views:
3,834
Posted By
Zuesrooster
I did a bit more comparing of items I know that...
I did a bit more comparing of items I know that don
Forum:
Development::Development
09-08-2006, 01:47 PM
Replies:
13
Items requiring components
Views:
3,834
Posted By
Zuesrooster
Hrmm, that makes it a little trickier. I did some...
Hrmm, that makes it a little trickier. I did some more research and you are correct there are a total of about 37 items that cast spells that should use regents. Some don't use the regents like Shell...
Forum:
Development::Development
09-07-2006, 09:13 AM
Replies:
5
Attack and Spell Aggro
Views:
3,198
Posted By
Zuesrooster
Everything you said sounds right to me. The only...
Everything you said sounds right to me. The only thing I still have questions on is I believe aggro might also be modified on what class you are, do you have any insight or opinion on this? I will...
Forum:
Development::Development
09-06-2006, 11:57 PM
Replies:
4
Breaking Root and Getting Interupted.
Views:
3,157
Posted By
Zuesrooster
Thanks for the reply. I will look into Stuns and...
Thanks for the reply. I will look into Stuns and bashing. This would only fix interrupts with the mob taking damage, not sure if that includes damage from a DoT or not will have to see if DoT damage...
Forum:
Development::Development
09-05-2006, 11:49 PM
Replies:
4
Breaking Root and Getting Interupted.
Views:
3,157
Posted By
Zuesrooster
Breaking Root and Getting Interupted.
I noticed that casters where not getting interupted taking damage, and found the following in code attack.cpp Mob::CommonDamage line 2180:
if(spell_id != SPELL_UNKNOWN) {
this should be changed...
Forum:
Development::Development
08-27-2006, 03:15 PM
Replies:
13
Items requiring components
Views:
3,834
Posted By
Zuesrooster
Items requiring components
in the spells.cpp changed line 863 from
if(!bard_song_mode && IsClient()) {
to
if(!bard_song_mode && IsClient() && slot != USE_ITEM_SPELL_SLOT) {
I belive no spells from items ever use...
Forum:
Development::Development
08-24-2006, 12:40 PM
Replies:
5
Attack and Spell Aggro
Views:
3,198
Posted By
Zuesrooster
Attack and Spell Aggro
As mentioned in the Wiki, a possible bug is that resisted spells don't cause aggro. I also noticed that missed attacks don't cause aggro. If I remeber correctly it use to generate aggro in eqlive....
Forum:
Development::Development
08-13-2006, 04:34 PM
Replies:
1
Mob/Pet Logic
Views:
2,650
Posted By
Zuesrooster
Mob/Pet Logic
Had a friend of mine complain that his fire pet wasn't working on my server, I looked into the code and I found some lines of code I had to change to make it work. Just wanted to see if these where...
Forum:
Development::Development
08-07-2006, 12:12 PM
Replies:
7
ZoneDebug.exe crash when I build
Views:
4,346
Posted By
Zuesrooster
Resolution
Sorry If I posted this in the wrong area, I should have read the descriptions better.
If anyone is interested, I managed to fix the crashing on hailing NPC's by defining
#define...
Forum:
Development::Development
08-06-2006, 02:52 PM
Replies:
7
ZoneDebug.exe crash when I build
Views:
4,346
Posted By
Zuesrooster
ZoneDebug.exe crash when I build
I set up a test server, when i use the precompiled .exe I get no errors and everything seems to work fine. When I download the source and compile my own .exe, I can't get the world server to run, it...
Showing results 1 to 20 of 20
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