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  #1  
Old 06-03-2002, 11:31 AM
PrivateIdaho
Fire Beetle
 
Join Date: Jun 2002
Posts: 23
Default Bug: min/max_dmg

Testing on Kerafyrm in ST.


Set his min dmg to 500, his max dmg to 2048, the change took in MySql:

Quote:
mysql> select * from npc_types where name="kerafyrm";
+-------+----------+-------+------+-------+---------+--------+---------+-------------+------+---------------+-----------------+--------------+-------------+--------+--------+------------------------------------------------------+-----------------+--------+-------------+--------+------+------------------+------------------+-----------------+-------------------+--------+------------------+------------------+-----------+----------+
| id | name | level | race | class | hp | gender | texture | helmtexture | size | hp_regen_rate | mana_regen_rate | loottable_id | merchant_id | mindmg | maxdmg | usedspells | npcspecialattks | banish | aggroradius | social | face | luclin_hairstyle | luclin_haircolor | luclin_eyecolor | luclin_beardcolor | fixedz | d_meele_texture1 | d_meele_texture2 | walkspeed | runspeed |
+-------+----------+-------+------+-------+---------+--------+---------+-------------+------+---------------+-----------------+--------------+-------------+--------+--------+------------------------------------------------------+-----------------+--------+-------------+--------+------+------------------+------------------+-----------------+-------------------+--------+------------------+------------------+-----------+----------+
| 14011 | Kerafyrm | 80 | 198 | 14 | 1000000 | 2 | 0 | 0 | 45 | 100 | 0 | 2005 | 0 | 500 | 2048 | 290 73 869 1699 1696 841 300 1703 1592 186 1723 1466 | E | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 255 | 255 |
+-------+----------+-------+------+-------+---------+--------+---------+-------------+------+---------------+-----------------+--------------+-------------+--------+--------+------------------------------------------------------+-----------------+--------+-------------+--------+------+------------------+------------------+-----------------+-------------------+--------+------------------+------------------+-----------+----------+
1 row in set (0.07 sec)

mysql>
Restarted all the zones/world. He has more HP, the spells I added, etc, but he's skill plinking for 30's and 50's.

Why isn't he:

1. hitting for min dmg
2. hitting for anything close to max dmg?


What am I doing wrong?
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  #2  
Old 06-03-2002, 03:06 PM
Yodason
Hill Giant
 
Join Date: Jan 2002
Posts: 205
Default

I can confirm this is a bug, or according to image a "Formula problem", I might take a look tonight if i can stay awake.
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  #3  
Old 06-03-2002, 03:10 PM
PrivateIdaho
Fire Beetle
 
Join Date: Jun 2002
Posts: 23
Default One small addition

Added a ton of spells, as you can see, and the only thing he ever casts is dragon charm (which of course does nothing since charm doesn't work yet. )

:(
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  #4  
Old 06-04-2002, 01:49 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Theres a difference between a bug (something that doesn't work at all) and when its a formula issue (The formula isn't made to exactely portray the min/max dmg) it will be fixed when someone gets to it.
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  #5  
Old 06-04-2002, 02:55 AM
Yodason
Hill Giant
 
Join Date: Jan 2002
Posts: 205
Default

If theres a 2k diffference in what its supposed to be and what it is, thats a bug, if it was a few points, that be forumla =p
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  #6  
Old 06-04-2002, 06:03 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Yoda ive obviousely not made it clear to you, the formula is not setup to use min_dmg and max_dmg as you see it, but as someone else saw it. It is NOT a bug.
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  #7  
Old 06-04-2002, 07:33 AM
PrivateIdaho
Fire Beetle
 
Join Date: Jun 2002
Posts: 23
Default Thx

Thanks Image, for noting it.. Looking at the code, it looks like it SHOULD be factoring it in.


Quote:

from attack.cpp

for (int ix = 0;ix != atks;ix++){
if(min_dmg != 0 && max_dmg != 0 && min_dmg <= max_dmg)
{
if (max_dmg == min_dmg)
damage = min_dmg;

else
currenthit = min_dmg + (float)rand()/RAND_MAX*(max_dmg-min_dmg);
}
else
currenthit = (float)basedamage-basedamage/100*25 + (float)rand()/RAND_MAX *$
damage = currenthit - (float)basedamage/100*basedefend;

It looks like it should be working.. what's missing.
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  #8  
Old 06-04-2002, 08:57 AM
killspree
Dragon
 
Join Date: Jun 2002
Posts: 776
Default

Hmm...maybe the database is listing it as mindmg and maxdmg, but the code is looking for min_dmg and max_dmg to factor it in?
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  #9  
Old 06-17-2002, 06:20 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Its converted when its brought from the db to become min_dmg and max_dmg
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  #10  
Old 06-19-2002, 02:27 PM
e4rl
Fire Beetle
 
Join Date: Jun 2002
Posts: 9
Default Bugs and Formula Problems

(preformatted)
Code:
Were I to make a venn diagram of how I understood bugs
and formula problems it would probably look something like this:
 
  ------------------
 |         |
 |         |
 |         |
 |           |
 |     A      |
 |           |
 |    -------  |
 |    | / / / | |
 |   |/     /| |
 |    |   B   | |
 |   |/     /| |
 |    | / / / | |
 |    -------  |
  -----------------

where set 'A' is the set of all 'bugs'
and set 'B' is the set of all 'formula problems'.
So as to not become too off topic the rest of this discussion is posted here

-e4rl
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  #11  
Old 07-02-2002, 09:20 AM
PrivateIdaho
Fire Beetle
 
Join Date: Jun 2002
Posts: 23
Default annd...

This appears to be partially fixed, IE mobs hit harder.

But the same thing happens.

Set sleeper to hit for 1920's and he doesn't.
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  #12  
Old 07-03-2002, 01:23 PM
Merkur
Sarnak
 
Join Date: Mar 2002
Posts: 53
Default

yeah im bored atm - bored enough to visit this board and answer this question

First: Min and Max damage values will never be the 'final' damage. Depending on your AC it will be reduced up to umm 70% ? not sure anymore.

Second: there is a bug
i think if you add/edit this two lines it would work fine, but of course I didn't test it

for (int ix = 0;ix != atks;ix++){
if(min_dmg != 0 && max_dmg != 0 && min_dmg <= max_dmg)
{
if (max_dmg == min_dmg)
currenthit= min_dmg;

else
currenthit = min_dmg + (float)rand()/RAND_MAX*(max_dmg-min_dmg);
basedamage = min_dmg + (max_dmg-min_dmg)/2;
}
else
currenthit = (float)basedamage-basedamage/100*25 + (float)rand()/RAND_MAX *$
damage = currenthit - (float)basedamage/100*basedefend;
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