View Full Version : Bugs and Exploits list (will update this as I find more)
gn0me
02-07-2003, 06:05 PM
-1 Certain status bug allows one to use a command not allowed and exploit to gain levels. Not going to post details because all the gimps will go crazy with it, Image knows the details.
-2 Stackable items on corpses, it says that your inventory is full and will not autostack them like in EQLive.
-3 Binds currently bind you at the safepoint in a zone, unsure whether this is an issue in all zones or only some.
-4 Pathing issues, some mobs will remain stationary but hit you from no matter where you move to.
-5 Nothing is flagged undead.
-6 Deathblows, before a mob kills you it seems to hit for more damage than normal(only on the hit that kills your character)
-7 Strafe running nerf(doesn't help because mobs teleport instead of running after you, ends up getting you killed)
-8 Proccing bug with targets fubarred (fixed already?)
-9 Merchants gives experiencewhen killed
-10 after a mob kills you, if you /q before actually zoning to your bind point, you will reappear where you died.
Deathspawn
02-14-2003, 02:38 PM
-- Cleric Spell: Divine Aura does not make you invulnarable and allows you to attack and the mob can still attack you.
-- Cleric Spell: Unswerving Hammer of Faith does not recgonize it as a pet spell and will not summon the hammer to attack mobs like in EQLive.
-- Some Zones will boot you to desktop and not allow you to log that character on until a gm summons/moves you to another zone. Velketor's Lab and The Grey are two examples.
-- The instructions in the "Read Me" are not up to date on the website. Example - No listing on logging into Mirc and typing !eqfix to get your client started. So causes alot of confusion.
-- Certain mobs (Plane of Disease for instance) are graphically human males when they should be other mobs, graphically.
-- Plane of Valor spawns you under the zone and does not teleport you to the Safe Point. Some zones (arena) port you under the zone and then after about 1.5 seconds it spawns you at the safe point.
-- Lava Diamond casts a dmg sheild on casters that lasts anywhere from 60 seconds to 1.30 min. On melee it lasts about 10 seconds only. This is regardless of level.
NOTE: I may redo the "Read Me" html and send you all a updated readme that fully describes the procedures for logging into, creating a server with minor problem/solution section. I am not aware as of how the Minilogin is done because I do not use it but I am sure someone will post any descrepancies with it.
THIS IS ALL CURRENT AS OF 2-15-03
Hacker Server
-Saint Michael-
60th Season High Priest
kathgar
02-17-2003, 05:10 AM
Divine Aura: i dunno.. i'll look at its case
Hammer thingy: They way pets are set up you have to have a case in the pet summon function because you need to know the right models, formulas for level damage and such.. mistwalker.. sword of xul.. any of those will not work till someone does the formulas
Bad zones: can be caused by spawn data.. we've had problems wiht zones having too many spawns/ bad spawns.. check the db
mpitts77
02-19-2003, 06:42 AM
If useing a item that has a requirement leve...it will kill you after about 10 seconds of wearing it.
Pain and Suffering seem to hit me right after I kill some mobs (elven skeletons in kelethin)
Trumpcard
02-19-2003, 07:53 AM
Is pain and suffering a spawned mob in that zone? It might be aggro'ing on you.
I had that happen on eqLive once...
mpitts77
02-19-2003, 08:26 AM
not sure....I know pain and suffering always trys to strike you if your knocked out. /shrug
Auldar
02-19-2003, 11:31 AM
I've always interpretted the "pain and suffering" message to indicate that I was taking damage from the mob after it died..
ie it's just about to hit me for 30HP, but I kill it. As it's dying, I get hit for 30 HP by Pain and Suffering.
Probably a bug, but I never bothered reporting it :P
-Auldar
killspree
02-19-2003, 12:22 PM
Pain and suffering is meant to kill you if you're bleeding to death.
Drawde
02-20-2003, 07:59 AM
The Brewing tradeskill doesn't work (confirmed this from looking at the source. It seems to be the only tradeskill that doesn't work now.
Aragornodragon
02-21-2003, 12:46 AM
This happened to a friend as well - when fighting something and going LD if you die and your corpse is there, you crash everytime you zone into it. For example, I was on my SK on the forever hacking server and I went LD when I had half a bub of health left (auctaly started going LD at 80% health, but couldn't use any weapons or server commands) and I died so when I logged back in he was still in PoI with no armor on the char select screen, couldnt log him in. I got him moved to a different zone and I could log him in, but I couldnt go back to PoI. It's not a problem with the zonefiles becuase a similiar incident has happened to a friend
Drawde
02-21-2003, 08:20 AM
Guards still don't seem to work even when they are specified in the city_defense table (I've checked it out with EQEmuAdmin and they all seem to be assigned correctly, but only the guards in Freeport behave correctly - and they worked -before- the city_defense table was added - what's going on?!?
Also, the TRIGGER_ATTACK quest command doesn't seem to work.
DeletedUser
02-21-2003, 12:11 PM
City_defense is for GUILDWARS
Trumpcard
02-22-2003, 04:19 AM
Drawde:
Brewing is fixed now. Made the bog juice recipe and tested it. Add some brewing recipes to your next release if you get the chance ;-)
Drawde
02-22-2003, 07:11 AM
I've already done most of the brewing recipes, that's how I found the bug when I tried them out and found they didn't work :)
Anyone know how to get guards to work? Some versions back they (along with all NPCs) would always assist you if your faction was high enough. Now they don't, but for some reason the ones in Freeport do, even if your faction with them is lower than allied.
Edgar1898
02-25-2003, 06:20 AM
I used to have the guards attack any creature that I wanted by the creatures race. Its still in unless someone took it out. Its for non guildwar servers tho.
Bigpull
02-25-2003, 02:47 PM
Npc attack range, run speed, animation...
Attack:
Jboot away from a mob, using an external view take note of when they start hitting.
speed:
Jboot away from a mob, again external view.. Notice when you get just out of damage distance they pick up speed and are damned imposible to outrun w/o gmspeed hack
animation:
short distance movement doesn't seem to trigger walk/run animations
Baron Sprite
02-28-2003, 09:50 AM
Mistwalker pet has been in for a while. Cleric pet will come after I finish mage pets (after I am done moving). Next week sometime maybe? http://filedump.shacknet.nu/emoticons/icon_monkey.gif
AchTR
03-02-2003, 11:24 PM
Just something I've noticed:
Critical//Crippling hits (for warriors atleast) sometimes happen when you miss. I figure it's rolling for the chance to crit before the chance to hit, so switch those aroudn and toss in an if and that's all fixed.
Will
Trumpcard
03-03-2003, 12:17 AM
ouch.. good one!
Trumpcard
03-03-2003, 03:24 AM
I did 2 things that should fix 3 problems here..
I put a return false in when the hit misses. Because there wasnt one, it was going through and checking for finishing blows even if there was a miss.
I also moved crits after chance to hit. If theres no hit, it will fall out.
Good thing about that return false, it will save alot of processing when theres no need to, and it will fix a few different issues.
- Crits on misses
- Crips on misses
- Finishing Blows on misses.
- Spell procs on misses
I'll merge it into CVS tonight when I get in after I test it.
Toofles
03-03-2003, 07:47 AM
##############
killspree
03-03-2003, 08:27 AM
Trump something about misses. In EQlive you can actually proc a spell from a weapon on a miss.
a_Guest03
03-03-2003, 10:11 AM
He's right, Trump, and I bought nude pictures of you on eBay.
killspree
03-03-2003, 10:29 AM
I noticed pretty much every skill does this, for some reason when you train the skill from your trainer then zone, the code thinks you're maxed in that skill.
I made a monk on guildwars before it was locked and put in in west freeport(this will work for any class that has newbie mobs in the same zone as their trainer) and made sure that when I trained said skill, I attacked mobs until it increased a point. This worked and when I zoned it would save the skill value and continue to increase through use.
EDIT: To clarify, I'm talking about skills that you gain as you level up. Double attack for warriors for example, bash for some classes, etc.
Skills that you get at level 1 seem to go up fine for the most part aside from casting skills. But if you get the skills at various levels, and train them at your trainer then zone, you can't train them again nor do they increase.
Toofles
03-03-2003, 05:40 PM
I noticed pretty much every skill does this, for some reason when you train the skill from your trainer then zone, the code thinks you're maxed in that skill.
I made a monk on guildwars before it was locked and put in in west freeport(this will work for any class that has newbie mobs in the same zone as their trainer) and made sure that when I trained said skill, I attacked mobs until it increased a point. This worked and when I zoned it would save the skill value and continue to increase through use.
EDIT: To clarify, I'm talking about skills that you gain as you level up. Double attack for warriors for example, bash for some classes, etc.
Skills that you get at level 1 seem to go up fine for the most part aside from casting skills. But if you get the skills at various levels, and train them at your trainer then zone, you can't train them again nor do they increase.
Confirmed, but I've only seen it on Guildwars.
Dodge, Specializes and other necro skills you get as you level up were all maxed as soon as I zoned.
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