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  #1  
Old 09-18-2008, 03:48 AM
James76
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Err, correction, FD isn't in attack.cpp, but I'll fix it anyway.
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Old 09-18-2008, 04:29 AM
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trevius
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Sounds great, James76! I am excited to test some of this out. And I am sure the monks will be happy to hear FD is fixed!
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Old 09-18-2008, 05:26 AM
James76
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OK, I set FD so that it works all the time, temporarily, and the guy I tested it with is 65 vs poi common mobs.. It does work; the mob, if you let it get far enough away from you, will forget about you.. Seems to be at 60% chance, plus another variable, could be if there are 35 or more levels between you and it... Going to have to dig a little deeper... then I thought I would try a weapon that would be common for a 50-65 monk, a tarnished driveshaft... and he couldn't use it! So... for PEQ cavedude...

Code:
update items set classes=classes | 64 where id=24791;
Now he can use it. What a stab at an item he couldnt use... I am absolutely positive monks can use that, I remember with clarity way back in the day in Karnor's a guildy showing off his driveshaft... Ignore the pun...

OK, omw..
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Old 09-18-2008, 07:00 AM
James76
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OK I'm drunk, and so is the code apparently... I had disabled the level check if the mob is 35+, and the chance NOT to have it add to Feign Memory.. Which is when the mob should still remember you. But it forgets. Maybe its backwards, which doesn't make sense. Once I had a ton of mobs without changing code and it did work, in poi (my choice zone for testing because of quick access to mobs).. But only once. Now it works all the time but they should be remembering you all the time. I'm gonna work on this before I post again..

So I set it so it always adds you to feign memory, and it always remembers, I guess that makes sense. 60% chance of remembering you, you could FD 10 times and it will still remember you. But it does work. I read that it should be 70% chance of forgetting, not 60% chance of remembering... Changing to 30% chance of remembering and testing...

Looks like its working. That mob forgot about me, twice. I would recommend changing ./zone/entity.cpp line 2715ish, <=60 to <=30. Maybe somebody wants this pushed to server rules? But it works, I only changed the % chance of remembering.

OK on to riposte.. and final post with link to attack.cpp....
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  #5  
Old 09-18-2008, 07:02 AM
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All items are pulled directly from what 13th floor gathers from collects. According to Allas, the item you are talking about isn't monk usable:

http://everquest.allakhazam.com/db/item.html?item=16999
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  #6  
Old 09-18-2008, 01:32 PM
paaco
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I think he may be correct about it being Monk useable at some point though. Seems like I remember a monk that had one on my server also. I haven't played live in w very long time though so...
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  #7  
Old 09-18-2008, 03:36 PM
Itchybottom
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Quote:
Originally Posted by paaco View Post
I think he may be correct about it being Monk useable at some point though. Seems like I remember a monk that had one on my server also. I haven't played live in w very long time though so...
False
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  #8  
Old 09-18-2008, 03:44 PM
ChaosSlayer
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I remember this item back from my times in PoI.

I do not recall if it ever monk useable and then nerfed or otherwise
but, Looking at its stats, the item does not strike me as soemthing that was "too uber" so monks would had to be removed from list of useable classes (even back them) to prevent disbalance

Logic sugests it prabobly was never monk useable

also note that it only has casters and priest as useable classes: no palys or warriors, or bst or sk - clearly was never ment to be a melee item
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