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-   -   0.5.5 Questions (https://www.eqemulator.org/forums/showthread.php?t=12976)

NarutoLegacy 04-16-2004 08:13 AM

So if I made an sql file for all npcs with all AC info, would it work? I mean like then I would give it to the public.

Scorpious2k 04-16-2004 09:54 AM

When the code is in, tested and added to CVS... it would

hint:

Code:

ALTER TABLE `npc_types` ADD `AC` smallint(5) not null default 0;

eq_addict_08 04-16-2004 10:47 AM

personally, I would rather not have to deal with npc ac at all. I like the idea of player ac but for mobs, if I want it tougher to kill, I can already go in and beef up its HPs.. Just one more thing in Db to be checked for now and modified so PoT mobs dont have 1ac or something

edit-actually, on Live, isn't NPCs ac put to some camparison to PCs ATK to give a % chance of hitting the target?

NarutoLegacy 04-16-2004 01:38 PM

Quote:

Originally Posted by Scorpious2k
hint:

Code:

ALTER TABLE `npc_types` ADD `AC` smallint(5) not null default 0;

I don't get it..... lol

Scorpious2k 04-17-2004 12:35 AM

Quote:

Originally Posted by eq_addict_08
personally, I would rather not have to deal with npc ac at all. I like the idea of player ac but for mobs, if I want it tougher to kill, I can already go in and beef up its HPs.. Just one more thing in Db to be checked for now and modified so PoT mobs dont have 1ac or something

That's the nice thing about the way I want to set it up. You don't have to have AC for mobs. Just leave the AC column 0. 0=none. What I was hoping for in this design was flexability for server ops. Not changing the way they do things, just more options.

As for beefing up HP, the difference with using AC will be that low level players won't be able to hit higher level mobs as hard or possibly not at all (depending on the mob's AC and the player's level and gear) instead of just hitting and hitting and hitting to bring the 10,000,000,000 HP down. But either way will be possible. Just more choices for the server operator.

mikenune 04-18-2004 07:47 AM

Sony has stated on serveral occasions that AC works differently for each class (meaning a Warrior with an AC of 600 gets more protection than a Wizard with an AC of 600).

You might also want to think about having a variable for each class that will "modify" the base variables. For example:

Code:

/* Damage reduction (%) bonus that Warriors get IN ADDITION to base AC damage reduction. */
...
WAR_AC = 10; // takes 10% LESS damage
WIZ_AC = -5;  // takes 5% MORE damage



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