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Spell Support Broken Spells? Want them Fixed? Request it here. |

06-08-2015, 02:22 PM
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Hill Giant
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Join Date: May 2003
Location: Tacoma, WA
Posts: 229
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Firstly, this is something that definitely needs to be tried on a TEST server. I have a local test server set up on a separate computer with local login, sourced with database from my actual server. I'll be testing this there first, of course.... My question stems from respect for the amazing developers that have set up this emulator software. If they set things up with multiple rule_sets, and implemented it with them, they probably had good reasons for it. Removing them all seems a bit harsh, sort of like amputating a toe because you have a sliver or thorn in it...

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06-08-2015, 02:25 PM
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Dragon
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Join Date: Nov 2008
Location: GA
Posts: 904
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Quote:
Originally Posted by Riklin
Firstly, this is something that definitely needs to be tried on a TEST server. I have a local test server set up on a separate computer with local login, sourced with database from my actual server. I'll be testing this there first, of course.... My question stems from respect for the amazing developers that have set up this emulator software. If they set things up with multiple rule_sets, and implemented it with them, they probably had good reasons for it. Removing them all seems a bit harsh, sort of like amputating a toe because you have a sliver or thorn in it...

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The only purpose is for you to have options. If you don't want those options there is no detrimental effect for removing it. I don't want the option so I did. I balance my server around a single rule set which keeps things simple and consistent across the board.
Now for instance if you want wizards to have an extra 20% spell crit in Plane of Hate, and only plane of Hate, then that would be well within your power to use a separate rule_set.
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06-08-2015, 10:05 PM
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Hill Giant
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Join Date: May 2003
Location: Tacoma, WA
Posts: 229
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Ok... I updated the updated the source files, etc. and did a build.
My server database has rule_sets of 1,2,3,4,5 and 10.
I also added these lines to the rule_values table.
Code:
1,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
2,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
3,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
4,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
5,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
10,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
So these rules are applicable to each rule_set and the most recent code has been sourced and compiled, tested and deployed.
After all that, on my server, bard AE songs still do not affect targets when the bard is moving. I can see the affect strikes the mobs, because of the spell effect, but the AE damage song does not affect them. When I come to a complete stop, they take damage from the song. The song I'm using is Denon's Disruptive Discord. Does around 20 damage per tick with a brass horn with a bard that's level 26.
Is there anything else that needs to be done to enable this rule (PreNerfBardAEDoT)?
Thanks again,
Riklin (Hall's Havoc)
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06-08-2015, 10:43 PM
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Dragon
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Join Date: Nov 2008
Location: GA
Posts: 904
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Quote:
Originally Posted by Riklin
Ok... I updated the updated the source files, etc. and did a build.
My server database has rule_sets of 1,2,3,4,5 and 10.
I also added these lines to the rule_values table.
Code:
1,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
2,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
3,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
4,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
5,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
10,Spells:PreNerfBardAEDoT, true,Allow bard AOE dots to damage targets when moving.
So these rules are applicable to each rule_set and the most recent code has been sourced and compiled, tested and deployed.
After all that, on my server, bard AE songs still do not affect targets when the bard is moving. I can see the affect strikes the mobs, because of the spell effect, but the AE damage song does not affect them. When I come to a complete stop, they take damage from the song. The song I'm using is Denon's Disruptive Discord. Does around 20 damage per tick with a brass horn with a bard that's level 26.
Is there anything else that needs to be done to enable this rule (PreNerfBardAEDoT)?
Thanks again,
Riklin (Hall's Havoc)
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Just an idea, try setting the song's effectid1 to 0. The movement restriction seems to be built into the 334 effect id.
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