AC for mobs and more
First, in the next CVS you should see AC for mobs implemented. You will need to add a column for AC in npc_types by sourcing the file MobACupdate.sql or using this:
Code:
ALTER TABLE `npc_types` ADD `AC` smallint(5) not null default 0; If you remember this thread : http://www.eqemulator.net/forums/viewtopic.php?t=14061 then you saw a suggestion I made of a way for serverops to control the way AC is implemented on their server. This will also be in the next CVS. Here is the way it will work (quoted from the above thread) Quote:
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I'll be the devil's advocate and ask, did you try a situation where the ACreduction and ACrandom together added up to over 100? What happened in combat when they did that? Hopefully we weren't healing the mob :lol:
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Quote:
Code:
if (damage<1) damage=0; |
Thanks Scorpious2k for this.
AC on mobs were really missing :) |
yes thank you =)
next update will be haste for mobs ? =) |
Speaking of haste...
/noob question inc I picked up some haste gloves today, and when I right-click them the haste did not show up. However in the DB they are set up properly. Does this mean PC haste is not currently supported as well as npc (per post above)? |
I've noticed that "Worn" effects (at least for me) don't show up in my Buffs window, but work anyway. The only clicky effect item I've used like that would be JBoots and their icon didn't show up either. I still got the measly 30-something% speed increase though.
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Thanks, very nice work.
It is really valuable to have a variable to tune this, instead of hard coded arbitrary design, so that every server can be tuned appropriate to server's style. This shows EQEMu grows more and more high quality engine :P Keep on good work ! :) |
Yes, Im very impressed and extremely pleased at this implementation. Well done.
I'm kinda new to eqemu... and I hope to lend my programming skills to the mix. Seems like eqemu gets better by leaps and bounds everyday. |
Scorp, i know im boring but, it is possible to add AC to #spawn ? Could be usefull :p
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I was kinda bored last night and started adding ac to mobs in the database. After pulling all my hair out, I figured I'd do it the lazy way (and probably the wrong way... my C++ knowlage is pretty gimp).
Anyhow, I used some randomish number based on the level of the npc to auto-give ac if the ac in the db was 0. I dont know if it works correctly or not... either way... it does show the ac in #showstats. At line 189ish in mob.cpp I used: Code:
if(in_ac == 0) |
direct SQL :
Code:
update npc_types set AC=(((level*level)/1.75)+15) where AC=0; |
:oops: :D
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