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Forum: Archive::Development 11-01-2002, 05:31 PM
Replies: 1
Views: 2,966
Posted By quester
Small code fix...

zone\client.cpp, line 1707

// #help indicates this command name is "#dbspawn", the useage prompt alo uses that name
//else if (strcasecmp(sep.arg[0], "#npctypespawn") == 0 &&...
Forum: Archive::General Discussion 11-01-2002, 04:48 PM
Replies: 3
Views: 2,239
Posted By quester
As a side note.. the project that i'm working on...

As a side note.. the project that i'm working on right now is to beef up and complete the support for pets and pet spells in the emulator, including mage, necro, beastlord, shaman, druid, and...
Forum: Archive::Development 11-01-2002, 03:12 PM
Replies: 0
Views: 3,493
Posted By quester
Proposed database change

I am adding code to allow NPCs to have self-vombat procs, such as the GhoulRoot, or StoneBreath (Common ones most should know about).

In order to do this, I want to add a new field to the...
Forum: Archive::Database/World Building 11-01-2002, 02:12 PM
Replies: 7
Views: 5,685
Posted By quester
Thanks for the info. Does the spell casting...

Thanks for the info. Does the spell casting check for valid class?

Maybe i'll start this out by adding in NPC procs first. Thats really something that should be there.
Forum: Archive::Database/World Building 11-01-2002, 11:57 AM
Replies: 7
Views: 5,685
Posted By quester
Seiitng NPC spells/procs/attacks

Can someone clue me in on how you would set NPCs to cast certian spells, and to have special attacks (such as kick, bash, etc) and procs (Like GhoulRoot)?

Let me clarify... Yes I know edit the...
Forum: Archive::Bugs 11-01-2002, 07:31 AM
Replies: 12
Views: 5,722
Posted By quester
Maybe this would be a good change: Only...

Maybe this would be a good change:

Only allow GM flagged characters to create duplicate lore items (Only a GM flagged charafter really has a reason to).

If a GM flagged character creates...
Forum: Archive::Development 11-01-2002, 05:35 AM
Replies: 61
Views: 39,281
Posted By quester
I can tell you exactly how EQ handles pathing,...

I can tell you exactly how EQ handles pathing, because I worked on EQ.

EQ uses a very (VERY) simple A* pathing algorithm, with fixed hand added PPOINTS for each zone.

The level designer...
Forum: Archive::Development 11-01-2002, 05:29 AM
Replies: 16
Views: 9,081
Posted By quester
Fleshing out pets.. need information

After getting the EMU all up and runnign last night, to do some pet class testing, I was disheartened to find that almost no pet works, and those that do dont' work right.

Not one to bitch and...
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