Go Back   EQEmulator Home > EQEmulator Forums > Search Forums

Showing results 1 to 25 of 119
Search took 0.01 seconds.
Search: Posts Made By: realityincarnate
Forum: Support::Windows Servers 04-13-2011, 10:31 PM
Replies: 9
Views: 4,269
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
Views: 3,274
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
Views: 3,846
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
Views: 3,386
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
Views: 3,675
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
Views: 2,379
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
Views: 3,107
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
Views: 3,969
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
Views: 6,986
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
Views: 2,151
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
Views: 3,419
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
Views: 3,419
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
Views: 4,299
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
Views: 13,864
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
Views: 13,864
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
Views: 4,776
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
Views: 7,199
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
Views: 3,477
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
Views: 4,644
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
Views: 3,477
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
Views: 2,897
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
Views: 6,986
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
Views: 6,986
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
Views: 5,339
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
Views: 5,339
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...
Showing results 1 to 25 of 119

 
Forum Jump
   

All times are GMT -4. The time now is 05:51 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3