View Full Version : Levitation Bounce
Annihilator
11-11-2008, 12:20 PM
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?
Derision
11-11-2008, 12:32 PM
If you have the ability to edit and compile the source code, changing file spells.cpp line 985 from:
SendAppearancePacket(AT_Levitate, 2, true, true);
to
SendAppearancePacket(AT_Levitate, 1, true, true);
should do the trick. 2 means bounce, 1 means don't bounce :)
Annihilator
11-11-2008, 01:31 PM
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?
MNWatchdog
11-12-2008, 01:26 AM
Add a rule!
AndMetal
11-12-2008, 01:35 AM
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:
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.
MNWatchdog
11-12-2008, 01:36 AM
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.
steve
11-12-2008, 04:14 AM
Does the Z axis actually change when bobbing though? I was always under the impression the bobbing was merely just an 'appearance' thing.
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.
MNWatchdog
11-12-2008, 07:17 AM
Inquiring minds wanna know.
AndMetal
11-12-2008, 08:32 AM
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 (http://code.google.com/p/projecteqemu/source/browse/trunk/EQEmuServer/common/eq_packet_structs.h#199) that tells other clients that it's levitating, other than maybe flymode (http://code.google.com/p/projecteqemu/source/browse/trunk/EQEmuServer/common/eq_packet_structs.h#279), so that might be something we need to look into as far as a visual issue.
Derision
11-12-2008, 09:01 AM
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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