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  #1  
Old 11-11-2008, 12:20 PM
Annihilator
Sarnak
 
Join Date: May 2007
Posts: 47
Default Levitation Bounce

When Secrets of Faydwer went live, SoE removed the bounce effect when you have a levitation type spell on you. Would it be possible to introduce this to the Emu or is it a client thing?
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  #2  
Old 11-11-2008, 12:32 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

If you have the ability to edit and compile the source code, changing file spells.cpp line 985 from:

Code:
SendAppearancePacket(AT_Levitate, 2, true, true);
to

Code:
SendAppearancePacket(AT_Levitate, 1, true, true);
should do the trick. 2 means bounce, 1 means don't bounce
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  #3  
Old 11-11-2008, 01:31 PM
Annihilator
Sarnak
 
Join Date: May 2007
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Default

That sounds simple enough. I haven't even attempted to do any source modifications yet. I'm still learning perl scripting and cosmetic type things. Could it be added as a rule for easier modification for the novice?
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  #4  
Old 11-12-2008, 01:26 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

Add a rule!
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  #5  
Old 11-12-2008, 01:35 AM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by Annihilator View Post
Could it be added as a rule for easier modification for the novice?
I would think this would be an easy way to do it:

Code:
SendAppearancePacket(AT_Levitate, RuleB(Character, LevitationBounce) ? 2 : 1, true, true);
Then just define a boolean rule in the rules system with a default value of true.
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  #6  
Old 11-12-2008, 01:36 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

Was just thinking, wouldnt turning off the bounce also reduce the clients sending of location updates since while bouncing, the Z axis is constantly changing?

Its probably the reason Sony changed this beyond the fact that it tends to lag everyone while raiding for those raids where DMF/levitate is needed.
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  #7  
Old 11-12-2008, 04:14 AM
steve
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Join Date: Jan 2002
Posts: 305
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Does the Z axis actually change when bobbing though? I was always under the impression the bobbing was merely just an 'appearance' thing.
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  #8  
Old 11-12-2008, 04:33 AM
KLS
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Join Date: Sep 2006
Posts: 1,348
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The bobbing is probably just appearance, since everyone bobs at the same rate the client can just set the appearance of a foreign entity to bob and it should match up pretty well. I would be pretty silly if they actually were sending more updates than usual for that, not that I would put it past Sony.
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  #9  
Old 11-12-2008, 07:17 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

Inquiring minds wanna know.
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  #10  
Old 11-12-2008, 08:32 AM
AndMetal
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Quote:
Originally Posted by MNWatchdog View Post
Inquiring minds wanna know.
Answer: lev spells do send Z position updates, which creates a hopping effect if you weren't in the zone when the spell was cast on them.

It doesn't look like we have anything currently send in the spawn packet that tells other clients that it's levitating, other than maybe flymode, so that might be something we need to look into as far as a visual issue.
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  #11  
Old 11-12-2008, 09:01 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Setting the flymode to 1 or 2 in the spawn struct has the same effect as #flymode 1 or 2.

#flymode 1 is not actually levitate without the bounce, as with flymode 1, you can gain height by just looking upwards and moving forwards, which you can't do with levitate.
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