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  #1  
Old 05-09-2010, 08:26 AM
501st
Sarnak
 
Join Date: Jan 2009
Location: Virginia
Posts: 51
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Quote:
Originally Posted by trevius View Post
New Systems to SoF that did not exist in Titanium:
9. Spheres of Influence - No Information
I don't know if you ever figured out what these were and just never updated the posts but i figured i would let you know Sphere's of Influence was apparently the Aura spells released for levels 55 and 70 during the PoR expansion They could apparently also be made into "zone effects" of a sort by using an invisible teleporter man as a central point though i can't recall having ever seen this but maybe i just forgot or never payed attention =/

PoR release notes from EQ Players:

Quote:
*** Prophecy of Ro Features ***



- Spheres of Influence - Spheres of Influence will appear in expansion zones as visual effects, like soft blue lights, whirling winds, or spinning axes. Any player or non-player character that enters the area of the sphere is subject to its effects. In order to see Spheres of Influence, you must have Player particles enabled in your display options.
- Auras - Players can create Spheres of Influence called Auras. There is an Auras window available in the Character section of your EQ menu which shows your currently active auras and gives you the ability to remove them with a right-click. Player auras are available through mission rewards and events much like spells. In order to see Auras, you must have Player particles enabled in your display options.

- Destructible Objects - Destructible objects, like walls, doors, and siege engines, are used in many of the new expansion zones. These are terrain objects that have a health points which can be depleted and, when the object has reached low enough health, it will crumble and break. As you damage the objects you will see it break down until it is completely destroyed. You can identify an object that is destructible because it will pulse when you put your mouse over it.
- Zone Traps - Traps in EverQuest are now represented by objects that can be seen or hidden. As you would expect, traps trigger if you move into their range and you or your party, and sometimes the entire zone, can be affected by them. Rogues and bards have the ability to sense traps, reveal them to those around them, and disarm them. All traps in the game have been converted to use this new trap system.
- Player Traps - Traps are available to players in the same way as spells and abilities, through specific quests, mission rewards, and off spell or discipline vendors. Once a trap has been memorized, it can be created by using the spell or discipline. The trap will remain in the area it is summoned until it is triggered, disarmed, removed by the player who set it using the new Remove Trap skill, or expires.
- Buff Filters - Players can now filter beneficial spells cast upon them and their pets. By right-clicking on any active buff showing in your Effects window, you can select to remove it and/or select that it will never be allowed to take effect on your character again. Pet owners can also click off buff icons in the Pet window and apply filters to them. The list of spells being blocked can be found in the Blocked Buffs or Blocked Pet Buffs windows in the Character section of your EQ menu.
- New Bank Space - Available bank space has been increased by 8 slots.
- /Claim Item - If you have received the Prophecy of Ro /claim item from the retail box, Stable Ward Kyle in the Bazaar may be able to help you use it to upgrade your old horse to a warhorse. Paladins or Shadowknights who have the Holy or Unholy Steed AAs and the /claim item can upgrade their special mounts to a warhorse by visiting Stable Ward Rames as well.
- New Tradeskills - Event Coordinator Baublie Diggs has a test for you to prove your abilities!

The Aura quests on Allakhazam (complete with list of Auras)
level 55: http://everquest.allakhazam.com/db/q...tml?quest=3378
70 Casters: http://everquest.allakhazam.com/db/q...tml?quest=3497
70 Melee: http://everquest.allakhazam.com/db/q...tml?quest=3420

Hope this helps
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  #2  
Old 06-01-2010, 04:08 AM
Nagus69
Sarnak
 
Join Date: Jul 2003
Posts: 68
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FOund the answer on the peq forum.
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Tyler - Design Slave ::: The Hidden Forest Server ::: Video ::: Discussion
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  #3  
Old 06-01-2010, 04:14 AM
Akkadius's Avatar
Akkadius
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Nagus69 View Post
I noticed that when i played around in old zones like Oasis , South Ro with the SoD client, that alot of models are now simply humans (Sand Giant, Giant Spider, Desert Madman, Orcs etcetc).

Is there anything i am missing? It works perfectly fine when i load up the same zones with the Titanium client. I wanted to revive one of the zones and after editing and tuning all NPCs in the Database, finally logged in and found - only Humans!

The only models in Oasis that are non-humans are the Dry Bone Skeleton, Specters and the Caimans i think.
As quoted on Trevius's server website:
Quote:
Secrets of Faydwer Zone Model Files

The default installation of Everquest: Secrets of Faydwer is missing some of the model files for the new zones. Without these files, you will see human models instead of the new races in these zones. To correct this is simple. All you need to do is download the SoF_Models.bat file below and save it to your Everquest folder where you installed SoF. Then, just run the file by double clicking it and it will create the files you need to see the correct NPC models in all zones. This is not needed by Titanium users, it is for SoF only.
1. Right click on the link below and select “Save Target As…” or “Save Link As…”, whichever of those options right click gives you.
http://stormhavenserver.com/downloads/SoF_Models.bat
2. Find your Everquest directory. It should be in either C:\Program Files\Everquest or C:\Program Files\Sony\Everquest.
3. In the “Save as type:” field, it probably says “Text Document”. Make sure to change it to say “All Files” by selecting it from the drop down there.
4. Click “Save” to save the file.
5. Use Windows Explorer to find your Everquest folder and locate the SoF_Models.bat file in that folder.
6. Double-Click the file to run it, and you are all done. Now just exit Everquest completely if it is running and restart it and you are set!
http://stormhavenserver.com/mediawik...l_Custom_Files
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  #4  
Old 12-30-2010, 01:47 PM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
Default Harm Touch/Lay on Hands AAs

The Harm Touch/Lay on Hands AAs should be fully functional at all ranks in Rev1790, in particular with respect to the required levels/cost to train them, and their associated spell effects.

HT seems overpowered but I guess it is because it is designed for the current situation on Live.

For example, the level 65 HT does 10726 DD and 31857 DoT (4551 per tick for 7 ticks).

I think I have the formulas correct, from looking at SK/Paladin boards. If anyone sees anything wrong, let me know.

EDIT: The last two tiers of HT with a formula1 of 331 don't work.

Last edited by Derision; 12-30-2010 at 04:51 PM..
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