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  #16  
Old 06-25-2009, 07:09 PM
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ChaosSlayerZ
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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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  #17  
Old 06-25-2009, 07:12 PM
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provocating
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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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  #18  
Old 06-27-2009, 12:26 PM
zergling
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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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  #19  
Old 06-27-2009, 01:54 PM
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provocating
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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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  #20  
Old 07-01-2009, 11:16 PM
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provocating
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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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  #21  
Old 07-06-2009, 10:30 AM
zergling
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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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  #22  
Old 07-06-2009, 10:36 AM
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provocating
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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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  #23  
Old 07-06-2009, 01:32 PM
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provocating
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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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  #24  
Old 07-07-2009, 01:19 AM
zergling
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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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  #25  
Old 07-07-2009, 08:34 AM
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provocating
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Someone reported to me this activity in Kael last night.
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  #26  
Old 07-07-2009, 10:07 AM
zergling
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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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  #27  
Old 07-07-2009, 10:19 AM
Shendare
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Potentially relevant database tables include:

- damageshieldtypes
- npc_spells
- npc_spells_entries
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  #28  
Old 07-07-2009, 12:15 PM
zergling
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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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  #29  
Old 07-07-2009, 12:23 PM
gaeorn
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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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  #30  
Old 07-07-2009, 12:28 PM
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ChaosSlayerZ
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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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