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  #1  
Old 06-15-2005, 08:54 AM
sylverwolf
Sarnak
 
Join Date: May 2005
Posts: 54
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I realize this is an older post but I just found it and for the greater majority, it works great

I been play testing and almost everything is smack on. there was one minor flaw tho. arrows cost an insane amt of plat. it may have something to do with the warnings whe sourcing too.

Quote:
update items set jn_stats = (damage*100/delay);
arrows are x damage and always 0 delay. to alleviate this i tailored it to this

Quote:
update items set jn_stats = 0
update items set jn_stats = (damage*100/delay) where delay > 0;
useable weapons will always have a delay and this will filter arrows out of the equation

hope this helps
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  #2  
Old 07-04-2005, 02:54 AM
Hellefire
Fire Beetle
 
Join Date: Jun 2005
Posts: 9
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Nice. It seems pretty straightforward, even for a non-coder (I've been programming for a long time and sometimes forget to tone down explanations for non-coders until I see the glazed look in their eyes). I'm just getting into EQemu coding, and that was a great write-up!

Aaron
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