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  #1  
Old 02-07-2002, 05:22 AM
Baltar
Hill Giant
 
Join Date: Jan 2002
Posts: 185
Default combat anomaly (ver 2.2)

I noticed when I first started the server fighting skills would go up normally but after a while they would stop changing. This would happen with absolutely brand new characters. I thought this was a database issue so I created a brand new database and the fighting skills still did not progress. I can't remember which version this started happenning in. Anyone else have this problem?

Baltar
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  #2  
Old 02-07-2002, 05:57 AM
Baltar
Hill Giant
 
Join Date: Jan 2002
Posts: 185
Default reverting to 2.0

After reverting to 2.0 the combat code returned. In the later version 2.1 2.2, when I started a new character and tried to kill something by punching it to death, I would always miss. The could be daunting for a brand new character. After reverting back to 2.0 however, the combat code returned and I could punch in combat as before and the skill advancement returned as well. Is there a reason why punching combat was removed in the later versions. It seems almost an essential element (considering the fact that most characters begin with no weapons)

Baltar
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  #3  
Old 02-07-2002, 08:02 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

I found you need to target yourself and type "#setskill 0 1" to be able to hit anything in combat (regardless of level and weapon).
Skill 0 should be 1-handed slashing weapons, but you seem to need to set this to 1 regardless of the weapon type.
On the subject of starting items, would it be possible to program the emulator to give new characters their starting items (tunic, club/rusty sword, and level-1 spells)?
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  #4  
Old 02-07-2002, 08:10 AM
alkrun
Sarnak
 
Join Date: Jan 2002
Posts: 66
Default

Yeah Drawde, that would be possible. Just need to figure out how best to do that. Is it something that should be hard-coded or should we add a table so it can be easily changed?
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  #5  
Old 02-07-2002, 08:18 AM
Baltar
Hill Giant
 
Join Date: Jan 2002
Posts: 185
Default setskill

#setskill 0 1 still didn't work for punching. (perhaps it's a different stat?)
as for beginning equipment, I think it should be in a table cause you never know when you might need to change stuff around.

Baltar
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  #6  
Old 02-07-2002, 08:19 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
Default

I suppose a table would be the best system, not only would it be easy to change, but also if people in the future want to make EQ "mods" using the emulator, with modified classes/races, etc., customisable starting items would be a good idea.
You could probably have a table with an entry for each class (1=warrior,2=cleric, etc) with a list of items, e.g ("INSERT INTO startitem VALUES(entryno,itemno,quantity)"
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  #7  
Old 02-07-2002, 10:00 AM
Baltar
Hill Giant
 
Join Date: Jan 2002
Posts: 185
Default

Found out the hand to hand combat skill was defaulted to 0. If I set it to one through eq admin it worked fine. Is there a way to do this in game? Also if people wanted to make there own custom races, I think making an initial skill table would be helpful as well.
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