So you're server doesn't have fear
So as it stands now Fear is the most overpowered spell in terms of EQEMU, and from my experience I have had multiple servers remove fear from the game, I was wondering what does the community think is a good fix for this fear problem that stands as a daunting task for the necromancer community.
Also I'de love to hear what other servers have done to fix, re-mold, or change the necromancer and his fear ability to better round off the class, I know some servers have some pretty amazing things working and im trying to brainstorm ideas. So thank you in advance, to the community who is always there to help. |
from what I know there is no fixing to fear unless world wide (all zones) fear nodes pathing is implemented, which is at beast very tideious work.
or some algoritm is writen which would cuase to mobs to intelegently "run way" wihotu goign throw walls as far as necros go - on my server necro is redesigned in such way that it is not a class who makes its power stand on fear kiting :cool: |
Thanks, would you mind extrapolating a little on that so i can get some ideas?
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On Shards of Dalaya we have fear code that only uses the base map files and will work in any zone with one. It would require a good deal of adaptation to work on non-SoD EQEmu but I'm willing to share it if you like.
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dude that woulld be awsome as hell ~.~
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Here are all the vital snippets. Like I said though, it'll take a good bit of adaption, but this contains everything you need to get fear working. With it a feared creature will flee in a random direction, avoiding walls, cliffs and pits.
Code:
void Mob::CalculateNewFearpoint() Code:
float Mob::FindGroundZ(float new_x, float new_y, float z_offset) Code:
bool Entity::CheckCoordLosNoZLeaps(float cur_x, float cur_y, float cur_z, float trg_x, float trg_y, float trg_z, float perwalk) Code:
bool Map::LineIntersectsZoneNoZLeaps(VERTEX start, VERTEX end, float step_mag, VERTEX *result, FACE **on) { |
Wiz !!!!
Long time no see man... How ya been?
Hope your well. Krusher |
Thanks for the code Wiz. I can't wait to play with it. If I can get it "adapted", I'll post it up for everyone.
Thanks again! Dax |
Please have a look at the code - and see if it can be adapated to current, then this would be a great addition to base code.
Thanks Wiz GeorgeS |
Yeah this would be incredible! Good luck on the adaption.
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I don't know if anyone has already integrated Wiz's fear code, however I spent a few hours last night
and this morning on it. Patch against 1108: http://www.rama.demon.co.uk/wizfear.patch Full 1108 source with Wiz's fear code: http://www.rama.demon.co.uk/EQEmu-0....WizFear.tar.gz I only did limited testing on it, so use at your own risk :) Any bugs are my fault. Kudos to Wiz for releasing his source. |
This works great acually =). Testing it out now on my server. Thanks man.
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the only thing i'm having trouble with atm, is players acually getting feared. I'm looking into that now.
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Quote:
code to disallow client-to-client fear, however with that commented out, you get a message saying your are feared, but you actually aren't. I'm speculating that that the server needs to send an OP_Fear packet to the client to tell it it's feared, however I don't see such an opcode anywhere in the source or .conf files. Maybe if someone had a packet trace of a player being feared from back when the 6.2 client or Titanium where the live clients, that may help, or maybe it is not an opcode issue at all. |
Wiz, i would just like to thank you for your generosity, really very kind :D
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