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Old 12-06-2013, 04:33 PM
Lucia Moore
Sarnak
 
Join Date: Sep 2013
Posts: 32
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Responding to everyone here. (Thanks so much for the replies, by the way!)

Quote:
I believe all spell data was moved into the database last year.
Does that mean that I don't need to distribute any spell data files? Meaning, if I change a spell in my database, will it appear with the new stats, name, etc. on other peoples' clients when they play there, or do they still have to download something?

As for the things requiring source changes:

Some of those are pretty simple, right? Like, in the source for PvP damage mod, it must say somewhere something like "totalDamage * 0.66" or something similar, I assume, or maybe it's a constant defined somewhere like "PVP_DMG_MODIFIER" or something?

Quote:
Originally Posted by demonstar55 View Post
Disabling consider you can just make Client::Handle_OP_Consider in zone/client_packet.cpp do nothing. And I don't think there is any way around this with MQ2, the client knows nothing of the mobs faction until the server responds to the OP_Consider packet. Disabling groups should be similar, I'm just not sure where in the source group chat is :P Same with the shout change.

KLS recently pushed changes that adds a base data table which also comes with a program to easily generate the SkillCaps.txt and other files after you change them in the database to distribute to players.

EDIT: In zone/client.cpp Client::ChannelMessageReceived is the function that would need to be edited for the chat changes I think :P
My desire to remove /consider wasn't due to faction concerns, it's so that players cannot determine one anothers' levels. However, since level information still gets sent to clients, MQ2 can probably pull it using the ${Target.Level} variable. The Firiona Vie server on live had a modified /consider where people were either green (more than 5 below), white (within 5), or red (more than five over), and you could still pull their exact level using MQ2.

It's a minor concern, anyway. I intend to remove the effects of level on combat and spell resists, and with a cap of 20, level won't be as important as attributes, anyway. I hope to make it so that ATK, AC, and skills are the only factor in determining combat effectiveness.
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