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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc. |
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04-14-2008, 07:38 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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well, it's all a matter of how you look at it. When I played Pre-Kunark, it was the best time I ever had in Everquest , only matched by all the fun I have working with the EqEmulator. My main character was a Ranger, and he was very limited at the time, but I managed to find the right people to group with (Wizard, Cleric, Druid, etc.) and together, we did some pretty incredible things for the era.
I always want to make the old zones, just as they were - with hopes someday we might have a nice old school server.
Binding restrictions was an intricate part of the old game, also, travel was restricted to boats and your feet, or whenever you could find a druid. This made the game seem bigger - a trip from Gfay to Freeport took some time, and was risky. The game was hard, but challenging. Little things make a big difference ; where you can bind, where you can use sow, levitate, etc. This is Verant style game, when it got passed over to SOE, things started to change fast.
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04-14-2008, 09:09 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by Angelox
well, it's all a matter of how you look at it. When I played Pre-Kunark, it was the best time I ever had in Everquest , only matched by all the fun I have working with the EqEmulator. My main character was a Ranger, and he was very limited at the time, but I managed to find the right people to group with (Wizard, Cleric, Druid, etc.) and together, we did some pretty incredible things for the era.
I always want to make the old zones, just as they were - with hopes someday we might have a nice old school server.
Binding restrictions was an intricate part of the old game, also, travel was restricted to boats and your feet, or whenever you could find a druid. This made the game seem bigger - a trip from Gfay to Freeport took some time, and was risky. The game was hard, but challenging. Little things make a big difference ; where you can bind, where you can use sow, levitate, etc. This is Verant style game, when it got passed over to SOE, things started to change fast.
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I also started playign pre-kunark. And yes, I also adore spirit of adventure by having to travel by foot. But there are features, and there are annoyances: giving half of the classes a convinience to bind and gate, whiel others may have to run from Qeynos to Freeport 7 times just because they keep getting killed in Kithihor - is hardly fair, classic or no classic
not to mention itemezation pre-kunark sucked uterly. I remember melees showing up for nagafen raid in bronze, and entire server casters were either in Green or Black till 50, and sometimes way after that.
What I am trying to say- Verant Vision was horibly unbalanced, it got better with Kunark/Velious. (and no SOE vision is not any better, and thats the reason I am making my own server  )
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04-16-2008, 09:06 AM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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I know it's not 100% perfect, but this is how we did it (same type of approach that Angelox was talking about). I hardcoded a list of city zones, and if you're not a caster, you cannot bind or be bound outside of those zones (note: this list only goes up to luclin - but since our server is Old World only, it's overkill for us  ).
Anyway, it could be easily expanded upon if anyone was interested in using it.
Currently, it says:
If the zone is not listed as "CanBind" in the zones table, then you cannot bind (unless you're a GM).
If the zone isn't in the hardcoded list of cities, and you're not a caster, then you cannot bind (unless you're a GM).
Otherwise, you can bind.
It's not beautiful, and I would like to clean it up and put it into the database, but honestly, it gets its job done, so I haven't messed with it. If anyone else wants to use it, be my guest.
Dax
./zone/zone.h
Code:
void SetGraveyard(int32 zoneid, int32 x, int32 y, int32 z, int32 heading);
bool IsCity(int32 zoneid); //Lieka Edit: Put in for melee binding rules
./zone/zone.cpp
Code:
void Zone::SetGraveyard(int32 zoneid, int32 x, int32 y, int32 z, int32 heading) {
pgraveyard_zoneid = zoneid;
pgraveyard_x = x;
pgraveyard_y = y;
pgraveyard_z = z;
pgraveyard_heading = heading;
}
bool Zone::IsCity(int32 zoneid) {
if ((zoneid == 1) || //South Qeynos
(zoneid == 2) || //North Qeynos
(zoneid == 3) || //Surefall Glade
(zoneid == 8) || //North Freeport
(zoneid == 9) || //West Freeport
(zoneid == 10) || //East Freeport
(zoneid == 19) || //Rivervale
(zoneid == 23) || //Erudin Palace
(zoneid == 24) || //Erudin
(zoneid == 29) || //Halas
(zoneid == 40) || //Neriak Foreign Quarter
(zoneid == 41) || //Neriak Commons
(zoneid == 42) || //Neriak Third Gate
(zoneid == 45) || //Qeynos Aqueduct Systems
(zoneid == 49) || //Oggok
(zoneid == 52) || //Grobb
(zoneid == 54) || //Greateer Faydark
(zoneid == 55) || //Ak`Anon
(zoneid == 60) || //South Kaladim
(zoneid == 61) || //Northern Felwithe
(zoneid == 62) || //Southern Felwithe
(zoneid == 67) || //Northern Kaladim
(zoneid == 75) || //Paineel
(zoneid == 82) || //Cabilis West
(zoneid == 83) || //Swamp of No Hope
(zoneid == 106) || //Cabilis East
(zoneid == 155)) { //The City of Shar Vahl
return true;
} else {
return false;
}
}
./zone/spell_effects.cpp
Code:
case SE_BindAffinity:
{
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Bind Affinity");
#endif
if (IsClient())
{
if((!zone->CanBind() && !CastToClient()->GetGM())){
Message(13, "It would be very difficult for anyone to form an affinity with this area.");
break;
} else if ( ((!zone->IsCity(zone->GetZoneID())) && ((GetClass() != DRUID) && (GetClass() != CLERIC) && (GetClass() != SHAMAN) && (GetClass() != WIZARD) && (GetClass() != ENCHANTER) && (GetClass() != MAGICIAN) && (GetClass() != NECROMANCER)) && !CastToClient()->GetGM())){
Message(13, "You cannot form an affinity with this area. Try a city.");
break;
} else {
CastToClient()->SetBindPoint();
Save();
}
}
break;
}
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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04-16-2008, 09:38 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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As ugly as it is, it's also a clever workaround. Though, I bet it wouldn't be hard to add a new column to zone and get rid of the hardcoding. I'll give that shot and see what I come up. I just got done merging your new MQ2 detection system into TGC's code (it looks perfect, I just need to clean up those 700 zone_points *sigh*) and was about to test it out... until I saw this post. Not sure if I should thank you or curse you :P
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04-16-2008, 10:43 AM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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Haha, you're welcome and I'm sorry.
Dax
__________________
Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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04-17-2008, 11:45 AM
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Fire Beetle
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Join Date: Mar 2006
Posts: 24
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I think pre-Velious they had support for regions of zones being unbindable.
This may be faulty recollection, but I remember having to get bound right up against the wall on one corner of OT's city keep because I was KOS there and had screwed up my FV faction hunting those faerie dragon things.
If I recall correctly, I had just about enough time to squat, memorize SoW, cast it on myself, and run like hell before a patrolling guard ganked me after I died.
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04-17-2008, 02:04 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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bad bad bad code.
cuase it forcefuly hinders melee classes.
If we must have melee binding restriction - I much rather have an extra collumn like cavedude said
what we realy could use is a confirmation box when person is been bound, so evil casters do not bind melees say in VT
under Aten Ha Ra feet
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