Is this why weapons Don't seem to work?
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-Hutch |
Weapons are a different matter.
I've done some studying into damage, but the extra punch is something the devs need to look at. I think it requires a second look at the opcodes for combat. |
Re: 4.4 bugs
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As for the willow wisp, thats a db issue, with out damage set in the database it'll hit more like you expect. A level 15 mob will hit from 1-30. |
Re: 4.4 bugs
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aka level 1 mobs hit for a max of 2 and level 27 mbs hit for a max of 54. And actualy on live it's a bit more complicated than that and the mobs hit a little bit harder, level 25 lockjaw for instance i seem to remeber maxing out at 56 damage |
Re: Is this why weapons Don't seem to work?
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And yes it's been fixed in cvs already. |
Re: 4.4 errors
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[qoute] Spells: HP buffs don't drop properly sometimes. EG; You zone on full life with a Heroism, First mob hits you and your HP drop to you base HP but buff is still there. After you HP drop you can not heal above your base HP. [/quote] Buff syncinzation sucks, Feel free to dig into the code and propose fixes. One issue i know of for sure is if a buff timer expires while your zoneing, the server can't send the "buff removal" nor will the client send the "buff removal". The second half of that problem is caused by the first, the client thinks it has a buff while the server doesn't.. |
I just find HP recovery is too fast for low level characters.
Level 1 mob hits for about 5 or 6 points of damage and player character (level 1) recovers about everything he loose between hits... making low level fights too easy :wink: |
I just mentioned above the formula for mob damage, if your level 1 mob hits for anything higher than 2 and you don't have damage set in the database. We need to know what Os the server runs on, if you're running self compiled binarys or the time stamp of the binary zip you downloaded from sourceforge, and a link to your addon database.
The client regen rate might need slowed down but i'm relativly certain it's no higher than 1 per tick standing. With the mob melee delay at between 26 and 32(yeah i don't remeber that either sue me it's 4:30am) it's posible to regen more than you take, and still posible to die quite rapidly |
A couple of old bugs:
- NPC pets appear at the exact same location as their master. In previous versions (before 4.2 I think) they appeared next to them. (Presumably the code for this has got broken somehow) - Firing arrows from a stack does not seem to delete them from your inventory server-side, only client-side (unless you use up the whole stack, when you zone the stack size goes back to 20.). and one new one: - NPCs that are KOS to a player will still attack them even if they con green. Previously they would (correctly) only aggro if blue or higher. With EQLive there are some creatures (e.g undead) that always behave like this, maybe a value like AlwaysAggro in npc_types could be used to determine whether a NPC will attack when green. |
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Green con will assist if thier int is <= 100 Green con will aggro if thier int is <= 75 last time we talked about this everyone flinched at haveing to setup stats for npc_types, If you wanna go ahead and take the leap i'll connect up Base stats ac attack and a melee delay. Theres likely some npc stats i'm missing there, feel free to make suggestions. |
Regarding arrows (and throwing weapons) what I meant was that when you fire them, the number
of items in the stack goes down, but when you zone, the number goes back to 20. However if you fire the entire stack, then zone, the stack will not return. So presumably the charge value (stack number) is not being set on the server, only the client, but when the stack is used up, it is correctly deleted on the server as well. About stats for NPCs, this would be easy for me to add to my DB, I just need to modify the parser to set the NPC's stats based on race. (it already does this for STR). Maybe set the INT threshold values a bit lower though, it would mean you'd have to give ogres, orcs etc. an INT of 100 for them to behave correctly :D - maybe 25 for greens ignoring you, 50 for assisting. Also, what are the default attack and delay values? Another thing which is probably a missing feature, not a bug - the npc_types values for faces (both the "face" value and the various Luclin values, e.g hair colour) do not seem to work. Also the speed value for NPCs doesn't seem to work. |
thanks for the feed back.
I have managed to get the char to log on as a normal user. It seems that the first char made will always be linked to the first account (in this case the gm account). So even if you log on using the new non gm account, if there are no characters then it will be created under the 1st account name. Maybe this is to do with having only on set of ip addresses /shrug. I have started my data bases fresh so I can see what is going on with mob damage. It seemed a lot better with new databases (some problem with damage settings on mobs between versions ?). I did notice there was no damage cap though, this is something they put in on EQlive.......I don't think I have ever played a character at this level without those restrictions :) Also I imagine the no AC was making the damage seem a bit harsh. As a non GM there is still no Agro atm on a sleeping mob, I have noticed people reporting this a lot so I guess there is no need to bring it up here as you guys are aware of it. Also Spell stacking is really up the shit atm too :) |
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If you want aggro, change the status of your account, in the database, to 0. |
AGGRO DEPENDS ON YOUR ACCOUNT ADMIN STATUS AND WHICH DATABASE YOU ARE USING.
IF YOU HAVE A BAD FACTION TABLE OR AN ACCOUNT WITH HIGH ENOUGH STATUS NOTHING WILL AGGRO ON YOU |
whoa, isn't that what I said? :)
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