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Posts Made By:
realityincarnate
Forum:
Support::Windows Servers
04-13-2011, 10:31 PM
Replies:
9
Problem with HP/mana regen
Views:
4,370
Posted By
realityincarnate
Try the Character:SoDClientUseSoDHPManaEnd rule. ...
Try the Character:SoDClientUseSoDHPManaEnd rule. SoD and Underfoot use different formulas than the previous clients, so the client and server aren't come to the same value for max hp, etc.
Forum:
Development::Server Code Submissions
02-17-2011, 06:00 PM
Replies:
6
COMMITTED: Bard Pacify songs being "improved"
Views:
3,477
Posted By
realityincarnate
I think SE_Harmony is what you're looking for. I...
I think SE_Harmony is what you're looking for. I was just looking at this the other day because mana regen is getting instrument modded incorrectly too. I hadn't noticed the aggro range problems,...
Forum:
Development::Server Code Submissions
02-17-2011, 02:09 PM
Replies:
6
Bot Spell Casting Fixes
Views:
4,018
Posted By
realityincarnate
If you're going to use AggroCount to track...
If you're going to use AggroCount to track whether the client is engaged (and using that with a virtual IsEngaged() seems like a good idea to me), you'll also want to change the IncrementAggroCount()...
Forum:
Support::Windows Servers
02-09-2011, 02:00 PM
Replies:
7
Trying to fix a buggy zone point..if possible
Views:
3,471
Posted By
realityincarnate
The problem has to do with the two versions of...
The problem has to do with the two versions of Nektulos used by the emulator. SoF and later use v3, but the zone point from corathus to nektulos points all clients to the original version of the...
Forum:
Support::General Support
05-21-2010, 04:52 PM
Replies:
4
Crashing when i zone to highpass
Views:
3,888
Posted By
realityincarnate
This is because the SoF and SoD clients don't...
This is because the SoF and SoD clients don't recognize the original highpass zone. They need to use the new version, highpasshold. I've got a change to allow client-dependent zoning working on my...
Forum:
Quests::Q&A
04-18-2010, 09:18 AM
Replies:
3
Help with events
Views:
2,535
Posted By
realityincarnate
EVENT_SAY isn't triggered as a player quest...
EVENT_SAY isn't triggered as a player quest event, so that code will never execute. Probably the easiest way to do what you want is to create an invisible npc in the area that you want to use. ...
Forum:
Quests::Q&A
04-16-2010, 12:19 AM
Replies:
4
Question about quest::saylink()
Views:
3,255
Posted By
realityincarnate
It most likely has to do with where you are...
It most likely has to do with where you are creating the saylink. Titanium and SoF/SoD use slightly different formats for passing links. If you create the link inside an event that is initiated by...
Forum:
Spell Support
02-23-2010, 11:08 AM
Replies:
9
Hsagra's Wrath + Porlo's Fury Not Working Properly...
Views:
4,143
Posted By
realityincarnate
Trevius is right, some of the velious raid...
Trevius is right, some of the velious raid targets have special body types that weren't being recognized by the server as giants or dragons. This should be fixed in revision 1262.
Forum:
Development::Feature Requests
10-25-2009, 09:47 AM
Replies:
11
$client->GetStartZone() or similar
Views:
7,290
Posted By
realityincarnate
You're using SoF, right? As best I can tell, if...
You're using SoF, right? As best I can tell, if you select the tutorial, the SoF client doesn't actually send your home city info at all. At this point, I think Sony just assumed everyone was going...
Forum:
Quests::Q&A
09-22-2009, 01:46 PM
Replies:
2
new titles
Views:
2,295
Posted By
realityincarnate
There are a couple of different ways you can add...
There are a couple of different ways you can add titles. You're correct, the item_id column adds the title option for characters that possess that particular item. There are also a couple of quest...
Forum:
Quests::Q&A
09-22-2009, 09:21 AM
Replies:
6
Item quests
Views:
3,617
Posted By
realityincarnate
The stat scaling should be updating every minute,...
The stat scaling should be updating every minute, but if you want to speed that up, it's an easy change in the source. You'd look for
charm_update_timer(60000),
(currently at line 169 of...
Forum:
Quests::Q&A
09-21-2009, 06:30 PM
Replies:
6
Item quests
Views:
3,617
Posted By
realityincarnate
My guess would be that you have an error of some...
My guess would be that you have an error of some sort in your quest file. When an item has a charmfileid != 0, the server sends scaled data to the client, but if the scaling hasn't been properly set...
Forum:
Development::Database/World Building
09-02-2009, 12:15 AM
Replies:
10
Set all items to be gnome usable?
Views:
4,527
Posted By
realityincarnate
To add to the race list instead of replace it,...
To add to the race list instead of replace it, you want to use a bitwise OR, not AND.
UPDATE items SET races = races | 2048
Forum:
Quests::Custom
08-31-2009, 10:45 PM
Replies:
23
Guild Hall instance quest
Views:
14,394
Posted By
realityincarnate
Make sure that the npc you're using the script...
Make sure that the npc you're using the script with has qglobals enabled in the database (set qglobal to 1 in the npc_types table).
Forum:
Quests::Custom
08-30-2009, 11:58 PM
Replies:
23
Guild Hall instance quest
Views:
14,394
Posted By
realityincarnate
I haven't done a lot of work with instances, but...
I haven't done a lot of work with instances, but I can see two issues with the way these scripts are working that are stopping them from giving the desired result.
1.) When you call...
Forum:
Quests::Q&A
08-27-2009, 08:21 PM
Replies:
4
quest::itemlink(item_id);
Views:
4,940
Posted By
realityincarnate
The quest::varlink command should do what you...
The quest::varlink command should do what you want. Just use it in place of itemlink.
my $artifact = quest::varlink(item_id);
Forum:
Development::Feature Requests
08-05-2009, 05:53 PM
Replies:
17
Command prefix
Views:
7,639
Posted By
realityincarnate
For whatever it's worth, if you compile your own...
For whatever it's worth, if you compile your own source, there's a define for COMMAND_CHAR near the top of command.h. You can change it from # to whatever you want, including [. You'd still need to...
Forum:
Development::Bug Reports
07-22-2009, 11:28 PM
Replies:
6
Faction System Issue:
Views:
3,707
Posted By
realityincarnate
Ok, I added a new quest::factionvalue() function...
Ok, I added a new quest::factionvalue() function that returns a more logic-friendly measure of faction. Scowling returns 1 and it increases up to 9 for Ally.
Forum:
Development::Feature Requests
07-22-2009, 08:07 PM
Replies:
5
On pets control and new options
Views:
4,833
Posted By
realityincarnate
I haven't looked at this part of the code much,...
I haven't looked at this part of the code much, but the way you have it commented looks like it'll make all pets act like animations. Commenting out the type = petAnimation line should fix it, if...
Forum:
Development::Bug Reports
07-22-2009, 02:05 PM
Replies:
6
Faction System Issue:
Views:
3,707
Posted By
realityincarnate
I had the same thought. Maybe a new quest...
I had the same thought. Maybe a new quest command to returns more logical values. That way it wouldn't break any existing quests that check for these the way they're currently set up.
Forum:
Development::Bug Reports
07-01-2009, 02:50 PM
Replies:
5
Rev731
Views:
3,062
Posted By
realityincarnate
Should be fixed in 734
Should be fixed in 734
Forum:
Development::Feature Requests
06-30-2009, 09:28 PM
Replies:
11
$client->GetStartZone() or similar
Views:
7,290
Posted By
realityincarnate
Ok, I got sidetracked over the weekend, but I...
Ok, I got sidetracked over the weekend, but I finished up and committed the home city code tonight. Here's an overview of the things I added:
The binds[4] slot in the player profile now tracks...
Forum:
Development::Feature Requests
06-25-2009, 09:25 AM
Replies:
11
$client->GetStartZone() or similar
Views:
7,290
Posted By
realityincarnate
The Return Home button currently takes you to...
The Return Home button currently takes you to your bind point. As Trevius said, there is room in the player profile struct for five bind points, the first of which is the traditional "bind point",...
Forum:
Development::Bug Reports
06-23-2009, 09:08 PM
Replies:
15
A HUGE bug with quest::modifynpcstat
Views:
5,614
Posted By
realityincarnate
Ok, I think I got it. Anytime a spell lands, it...
Ok, I think I got it. Anytime a spell lands, it recalculates the max hp in case the spell granted any bonuses. The command was directly changing the npc's max hp but not changing the base value...
Forum:
Development::Bug Reports
06-23-2009, 08:06 PM
Replies:
15
A HUGE bug with quest::modifynpcstat
Views:
5,614
Posted By
realityincarnate
I haven't looked into it much, but I did see that...
I haven't looked into it much, but I did see that quest::modifynpcstat() does change the maxhp for the mob it's called on. So, based on your description, I'd guess that it's actually a problem with...
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