Bind Wound
In the current EQEmu builds, bind wound requires the player to train 1 point into it before it works. That's annoying for the players and for anybody who handles bug reports ;) So, here is my quick workaround:
In world/client.cpp find: Code:
pp.skills[SENSE_HEADING] = 200; Code:
pp.skills[BIND_WOUND] = 1; |
Quote:
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Since KLS appears to have fixed this, I will skip the testing of it. After I saw your post cavedude, I tested by changing client_packet.cpp:
Code:
void Client::Handle_OP_Bind_Wound(const EQApplicationPacket *app) Code:
void Client::Handle_OP_Bind_Wound(const EQApplicationPacket *app) After looking it over, I assumed that changing that to: Code:
void Client::Handle_OP_Bind_Wound(const EQApplicationPacket *app) |
I did get a chance to test this and removing:
Code:
if(!HasSkill(BIND_WOUND)) |
Actually that's the fix all together, bind wound shouldn't be checking for skill since everyone has it and it should work at 0.
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