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Support::Windows Servers Support forum for Windows EQEMu users. |
06-25-2009, 07:09 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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actualy they have some bugs in the build before this one.
There is a new build just released 2 days ago.
I suggest uprgade to that build and continue from there
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06-25-2009, 07:12 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I am just not in a position to upgrade, I would rather fix the problem. Every time I upgrade more problems pop up.
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06-27-2009, 12:26 PM
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Sarnak
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Join Date: Mar 2009
Location: In an apartment
Posts: 33
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Just wanted to note that I have gotten reports from my players that this kind of stuff has been happening in Thurgadin, and the froglok city.
Im using an installer, so my revision is probably also not the cutting edge. But I would also be interested in a fix that doesn't require me to re install.
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06-27-2009, 01:54 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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I agree, I really do not want to be on the bleeding edge. All of my other problems are ironed out but this one.
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07-01-2009, 11:16 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Also to let you guys know, this is Temple of Veeshan also. When I zone in a few of the mobs start attacking each other. When i get to the larger dragons I notice many of the supporting dragons are at 50% when I get there.
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07-06-2009, 10:30 AM
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Sarnak
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Join Date: Mar 2009
Location: In an apartment
Posts: 33
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I've poked around a bit but haven't been able to find whats causing this. Have you had any luck on this Prov?
I've had two players die now while trying to buy things in Thurgadin from what seems to be the same issue.
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07-06-2009, 10:36 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Nope, but I did play a lot this weekend. Zones we have seen it in are BoT, ToV, SG and many others. SG seems to be the worst though. I am moving my server from a VM to it's on beefy server by Wednesday so maybe I can look into it again. I bet along the same lines another problem, well not so much a problem but a quirk. In a lot of zones our bots are casting mez randomly without being told, some zones worse than others. Like in ToV last night we would just be fighting the yard trash and the bots quit attacking the mob when it was not completely dead. When asked to engage again they would tell you it was mezzed. Not a problem really, it just slows you down in fights. So this problem could be related, it could be in the spells.
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07-06-2009, 01:32 PM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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May had found one thing right off.
Apathy of the Nihil
Is showing up as a nuke on my BOTS ??? That is an AOE mez.
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07-07-2009, 01:19 AM
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Sarnak
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Join Date: Mar 2009
Location: In an apartment
Posts: 33
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Did some more searching by checking the problems in Thurgadin and found that one of the NPCs was casting Mark of Kings on himself like he thought it was a buff.
But that is a debuff, so my current guess is that he got hate because he debuffed someone on the surrounding people's faction (himself), and so they attacked him.
I repopped the zone and #stun'd him and no fighting broke out.
Need to go to bed, but tomorrow I am going to try to make Mark of Kings not possible to cast on yourself.
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07-07-2009, 08:34 AM
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Demi-God
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Join Date: Nov 2007
Posts: 2,175
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Someone reported to me this activity in Kael last night.
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07-07-2009, 10:07 AM
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Sarnak
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Join Date: Mar 2009
Location: In an apartment
Posts: 33
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Noticed that Mark of Kings and some of the other spells in the line were set up as damage shields instead of reverse damage shields. They were all flagged as non-beneficial already though.
I fixed all that, but unfortunately he still cast it on himself. Does anyone have any idea of how you control what spells an NPC casts on themself?
Seems like this would be a problem with any NPC that is a cleric of sufficient level.
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07-07-2009, 10:19 AM
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Dragon
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Join Date: Apr 2009
Location: California
Posts: 814
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Potentially relevant database tables include:
- damageshieldtypes
- npc_spells
- npc_spells_entries
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07-07-2009, 12:15 PM
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Sarnak
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Join Date: Mar 2009
Location: In an apartment
Posts: 33
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Mark of Kings is set as 8 ( SpellType_Buff ) for type in npc_spells_entries. Where those constants are defined I do not see any that is SpellType_Debuff that I can change it to. The list I see is:
const int SpellType_Nuke=1;
const int SpellType_Heal=2;
const int SpellType_Root=4;
const int SpellType_Buff=8;
const int SpellType_Escape=16;
const int SpellType_Pet=32;
const int SpellType_Lifetap=64;
const int SpellType_Snare=128;
const int SpellType_DOT=256;
const int SpellType_Dispel=512;
const int SpellType_InCombatBuff=1024;
const int SpellType_Mez=2048;
What should a debuff be coded as? Just like a nuke?
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07-07-2009, 12:23 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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Maybe more like a DOT since it has a fixed duration where there is no point in recasting until it fades. Tho, I would have to look at the server code to see if that is really the best option. Maybe someone else knows already.
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07-07-2009, 12:28 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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technicly its a debuff, but since we don't have such property, the DoT should do.
I just realised I why I don't have problem with this on my server - I have turned off npc buffing each other a while ago =)
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