neotokyo
11-21-2002, 07:00 AM
hi again.
the delta 2 isnt even finished testing and i already got the next delta ready
(probably the last for this week - LOL)
Sources (http://denial.dyndns.org/eqemu/neotokyo/delta3)
Diffs (http://denial.dyndns.org/eqemu/neotokyo/delta3_diffs)
(the diffs are for 3.12 Delta2, or 3.12 if no Delta2 is available for that file)
new features:
-- food and drink should work a bit better now than before (but still needs tweaking). you can consume food and drink, and the values are stored on the server. no support for fatigue though.
-- added #fatigue commando: essentially the same as eating and drinking but you can insert values as you like and test around with it. (perhaps you find some values that actually change the yellow fatigue bar)
-- reworked the AI a bit. it is now less cpu-intensive
-- made the aggroradius on the z-Axis smaller so mobs below and above shouldnt aggro (needs tweaking i guess)
-- banedamge is in!!!!! you can now use targettyped spells (vs undead, vs. animals, ...) - i need to check if i got the values all right, so wander around and try as many typed spells as possible.
you need to update the database though and insert values for the mobs (see bodytype_upd2.sql as example) - this only works for spells, not baneweapons though!
and you need the previous changes installed for this delta to work.
tell me what you think of it - i can need a friendly clap on the shoulder and a "good work pal" :-))
-neotokyo
the delta 2 isnt even finished testing and i already got the next delta ready
(probably the last for this week - LOL)
Sources (http://denial.dyndns.org/eqemu/neotokyo/delta3)
Diffs (http://denial.dyndns.org/eqemu/neotokyo/delta3_diffs)
(the diffs are for 3.12 Delta2, or 3.12 if no Delta2 is available for that file)
new features:
-- food and drink should work a bit better now than before (but still needs tweaking). you can consume food and drink, and the values are stored on the server. no support for fatigue though.
-- added #fatigue commando: essentially the same as eating and drinking but you can insert values as you like and test around with it. (perhaps you find some values that actually change the yellow fatigue bar)
-- reworked the AI a bit. it is now less cpu-intensive
-- made the aggroradius on the z-Axis smaller so mobs below and above shouldnt aggro (needs tweaking i guess)
-- banedamge is in!!!!! you can now use targettyped spells (vs undead, vs. animals, ...) - i need to check if i got the values all right, so wander around and try as many typed spells as possible.
you need to update the database though and insert values for the mobs (see bodytype_upd2.sql as example) - this only works for spells, not baneweapons though!
and you need the previous changes installed for this delta to work.
tell me what you think of it - i can need a friendly clap on the shoulder and a "good work pal" :-))
-neotokyo