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-   -   Bugs and Exploits list (will update this as I find more) (https://www.eqemulator.org/forums/showthread.php?t=5092)

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

Quote:

Originally Posted by killspree
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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