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Forum: Development::Bug Reports 11-09-2009, 12:53 PM
Replies: 26
Views: 5,764
Posted By ChaosSlayer
I decided to bump this to see if there have been...

I decided to bump this to see if there have been any progress on improving the RND code since?
thanks =)
Forum: Quests::Q&A 11-05-2009, 02:42 PM
Replies: 3
Views: 1,740
Posted By ChaosSlayer
well this may depend on what exact script...

well this may depend on what exact script condition you trying to achieve, but easy solution to anti spread-timeming is to set respawn time of the adds to like 6 seconds - so if someone kills 1, its...
Forum: Development::Bug Reports 02-26-2009, 06:41 PM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
well given even my appraoch to the rule system- I...

well given even my appraoch to the rule system- I am sure there values you can put it to give you exact to Live match up - by defining boundaries of CHA and CHA per point scaling.

It just my...
Forum: Development::GeorgeS's Tools 02-26-2009, 06:34 PM
Replies: 443
Views: 54,503
Posted By ChaosSlayer
thanks george! i will be looking at it now. ...

thanks george! i will be looking at it now.

BTW few coments on improving the Item Editor:


on MAIn Display window (where item stats are shown):

-I think you should put Regeneration, Mana...
Forum: Development::Bug Reports 02-26-2009, 05:43 PM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
Cavedude, ok I see now, but somehow I invisioned...

Cavedude, ok I see now, but somehow I invisioned this to be soemwhat simpler =)

ChaSell: 0.04 - the % modifier you get per 1 point of CHA when npc selling to you (discount) (so for each 25 cha...
Forum: Development::Bug Reports 02-26-2009, 04:18 AM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
Just wanted to add that Trev is right ...

Just wanted to add that Trev is right



we allready have all 16 classes fine tune system - in the class skill table in DB! =)

If we set warrior to one cap per level in say Defensive, and monk...
Forum: Development::Bug Reports 02-26-2009, 03:48 AM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
Thank you for reply KLS! Yes I understand...

Thank you for reply KLS!

Yes I understand the Fallof now, thanks.

As far as avoids go - well logicly its should be a trade off:

heavy tanks are easy to hit - but they mitigate dmg down
vs...
Forum: Development::Bug Reports 02-26-2009, 01:50 AM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
yeah I just discovered ruletypes.h today =P...

yeah I just discovered ruletypes.h today =P Never saw them mentioned before. Last time I picked into the soruce was a while ago and since then thigns changes so much I can't make heads or tails of...
Forum: Development::Bug Reports 02-25-2009, 08:27 PM
Replies: 23
Views: 3,722
Posted By ChaosSlayer
as far as I can tell on LIVE attuneable item did...

as far as I can tell on LIVE attuneable item did not tried to auto-equip itself - it went directly into your bags
Forum: General::General Discussion 02-25-2009, 07:51 PM
Replies: 2
Views: 1,296
Posted By ChaosSlayer
Well, in about 6 months from now my very own...

Well, in about 6 months from now my very own server should be public =)
Its going to be ultra custom build from ground up including full rework of entire content and all classes :cool:
Forum: Development::Bug Reports 02-25-2009, 07:12 PM
Replies: 23
Views: 3,722
Posted By ChaosSlayer
Thank you for this submission Theeper ...

Thank you for this submission Theeper
Unfortunately I can't realy test any new code myself at this time due to number of reasons, So I am hopping that Trev, Cavedude or KLS can try this fix and...
Forum: Development::Bug Reports 02-25-2009, 06:17 PM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
Shoudn't Combat Hit Chance affect hit ratio for...

Shoudn't Combat Hit Chance affect hit ratio for both players and mobs?
Forum: Development::Bug Reports 02-25-2009, 04:57 PM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
did you tried rising COmbat Hit Chance in rules?...

did you tried rising COmbat Hit Chance in rules? - I belive default is 54, make it 65
Forum: Development::GeorgeS's Tools 02-24-2009, 03:58 PM
Replies: 8
Views: 2,353
Posted By ChaosSlayer
you go by spell id# you need to now what supose...

you go by spell id#
you need to now what supose to be there and if you want visiul representation of it - edit the spells.txt files inside item editor and add what ever spells you like to the list
...
Forum: Development::GeorgeS's Tools 02-24-2009, 02:44 PM
Replies: 8
Views: 2,353
Posted By ChaosSlayer
george item editor is not in anyway conected to...

george item editor is not in anyway conected to actual server spell file or db spell table. it reads its spell list from internal spells.txt file located inside the editor's folder
Forum: Development::Development 02-24-2009, 01:26 AM
Replies: 93
Views: 12,289
Posted By ChaosSlayer
will players still need to have their own spell...

will players still need to have their own spell file if spells will now be loaded into DB?
Forum: Development::Bug Reports 02-24-2009, 12:35 AM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
thats why I said many times - dear devs please...

thats why I said many times - dear devs please make a COMPLITE wiki about ALL rules you introducing into a code and IN DETAIL explanation how they work and what do these values mean and HOW they...
Forum: Development::Feature Requests 02-23-2009, 09:34 PM
Replies: 4
Views: 2,437
Posted By ChaosSlayer
Stackable Focuses

Item's Spell Focus effecst as you know do not stack. If you have more than one of the same type, the highest effect only used.

On other hand worn item effects like Vengeance, Ferocity, Cleave -...
Forum: Support::Windows Servers 02-23-2009, 06:39 PM
Replies: 10
Views: 2,192
Posted By ChaosSlayer
yep thats happened just the day after I posted...

yep thats happened just the day after I posted about this issue for the first time. I havent tested it since then so hopefuly its ok now (need to go get latest build)
Forum: Development::Bug Reports 02-23-2009, 01:45 PM
Replies: 46
Views: 6,386
Posted By ChaosSlayer
you should be aware that in that that "rule fix"...

you should be aware that in that that "rule fix" which broke the avoidance has been removed from the code and next version of the server build will be released wihout it - hence you don't need to fix...
Forum: Development::Bug Reports 02-22-2009, 08:09 PM
Replies: 6
Views: 1,509
Posted By ChaosSlayer
well Trev the AUG have "Equipable" slot on them...

well Trev the AUG have "Equipable" slot on them just like a regular item.
ANy item with such setting will be atempted to be auto-equiped, unless you SPECIFICLY put into server code to check if item...
Forum: Development::Bug Reports 02-22-2009, 08:00 PM
Replies: 6
Views: 1,509
Posted By ChaosSlayer
the AUG auto-equping istelf into empty invnetory...

the AUG auto-equping istelf into empty invnetory slot has been going on since last 2 years =P
and still does as of 302 build
Forum: Support::Windows Servers 02-22-2009, 07:53 PM
Replies: 10
Views: 2,192
Posted By ChaosSlayer
Trev when I played on your server I noticed this...

Trev when I played on your server I noticed this too - ALL skills were rising up at ok rate but meditate was ultra slow.
At soem point when I had 5k mana pool, I am emptied it, removed all FT items,...
Forum: Support::Windows Servers 02-22-2009, 06:10 PM
Replies: 10
Views: 2,192
Posted By ChaosSlayer
Trev but does MED actualy works when it suppose...

Trev but does MED actualy works when it suppose to?
I am getting a feeling than my chars are gainign mana at full med speed regardless if I am siting or standing. Cause as you know you should ONLY...
Forum: Development::Development 02-22-2009, 02:30 PM
Replies: 34
Views: 4,111
Posted By ChaosSlayer
well actualy for a year+ LOTS of people were...

well actualy for a year+ LOTS of people were saying that miss ratio was VERY high - you and even con mob could stand against ecah other for 5 min and only ocasinaly landing a hit. That should have...
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