EQEmulator Home
>
EQEmulator Forums
>
Search Forums
Search Results
User Name
Remember Me?
Password
Home
Forums
Register
Members List
Today's Posts
Search
Search Forums
Show Threads
Show Posts
Advanced Search
Go to Page...
Showing results 1 to 22 of 22
Search took
0.00
seconds.
Search:
Posts Made By:
LordKahel
Forum:
Quests::Q&A
08-27-2008, 12:50 PM
Replies:
6
%Hash to Shorten Multiple Quests from 1 NPC - Not Working
Views:
2,688
Posted By
LordKahel
Here another way of doing it , without sorting...
Here another way of doing it , without sorting the Hash..
my %turn_ins = (2667 => 3233, 2664 => 3230, 2662 => 3227);
while (($key, $value) = each %turn_ins)
{
if...
Forum:
Development::Server Code Submissions
07-09-2008, 12:41 PM
Replies:
3
Fix to Lore Slotted Augment Checks
Views:
3,356
Posted By
LordKahel
Thanks Trevius :) . We also have it working...
Thanks Trevius :) .
We also have it working on Jest 4 for a while now and didn't get any problems with it . I hope it gets in the next source codes.
Forum:
Support::Windows Servers
05-05-2008, 09:38 AM
Replies:
8
NPCs and mobs not loading
Views:
2,804
Posted By
LordKahel
Build 1106 and higher added 2 new fields to...
Build 1106 and higher added 2 new fields to npc_types ATK and accuracy ... If you didnt add those fields to your database then all the zones will come up empty.
Forum:
Quests::Q&A
04-24-2008, 01:02 PM
Replies:
10
Handin not working and player.pl error
Views:
3,292
Posted By
LordKahel
Personnally i prefer not to put the return item ...
Personnally i prefer not to put the return item in a else . That way if they give you the right item with another item , the other items will be returned ...
Example:
sub EVENT_ITEM {
if...
Forum:
Quests::Q&A
04-23-2008, 09:24 AM
Replies:
10
Handin not working and player.pl error
Views:
3,292
Posted By
LordKahel
Your error is at the end of this line ...
Your error is at the end of this line
quest::say("You have done it $name! May you be graced with the strength of Brell Seliris!');
You started your text string with " but finished it with '
...
Forum:
Development::Server Code Submissions
04-09-2008, 03:38 PM
Replies:
3
Support for defensive Instinct and Reflexive Mastery AA.
Views:
2,813
Posted By
LordKahel
Correction for reflexive mastery AA_mod...
Correction for reflexive mastery
AA_mod += 3*GetAA(aaPhysicalEnhancement);
AA_mod += 2*GetAA(aaLightningReflexes);
AA_mod += GetAA(aaReflexiveMastery);
chancetohit -= chancetohit * AA_mod...
Forum:
Development::Development
03-28-2008, 09:33 AM
Replies:
8
npc chancetohit?
Views:
2,422
Posted By
LordKahel
MeleeMitigation also plays a role , because if AC...
MeleeMitigation also plays a role , because if AC mitigation reduces the damage to 0 then it registers has a MISS. So not all the misses comes from the mob actually missing his hit roll.
Forum:
Development::Server Code Submissions
03-13-2008, 01:51 PM
Replies:
3
Support for defensive Instinct and Reflexive Mastery AA.
Views:
2,813
Posted By
LordKahel
Support for defensive Instinct and Reflexive Mastery AA.
Simple code change to support those 2 defensive AAs that can be bought.
Both changes are in attack.cpp
in Mob::CheckHitChance
AA_mod += 3*GetAA(aaPhysicalEnhancement);
AA_mod +=...
Forum:
Development::Server Code Submissions
03-13-2008, 07:08 AM
Replies:
7
Adding a Rule to use Dex and Agi in Hit Chance calculation
Views:
3,181
Posted By
LordKahel
I agree with this 100% . This was my first idea...
I agree with this 100% . This was my first idea but i was afraid another field in the db would put people off.
Also i am afraid adding alot of dex would mess up a npc chances to proc , making...
Forum:
Development::Server Code Submissions
03-13-2008, 06:15 AM
Replies:
7
Adding a Rule to use Dex and Agi in Hit Chance calculation
Views:
3,181
Posted By
LordKahel
Dex and Agi play a role in Dodge / Riposte /...
Dex and Agi play a role in Dodge / Riposte / Block Calculations but not in the direct hit chance formula.
Right now the calculation is based on Level vs level and weapons skill vs defensive skill....
Forum:
Development::Server Code Submissions
03-13-2008, 04:06 AM
Replies:
7
Adding a Rule to use Dex and Agi in Hit Chance calculation
Views:
3,181
Posted By
LordKahel
Adding a Rule to use Dex and Agi in Hit Chance calculation
Here is a mod that will give the option of making Dex and agi matter in hit probability . Dex is used by the attacker to help hit and agi is used by the defender to avoid the hit. This will give...
Forum:
Development::Server Code Submissions
03-10-2008, 01:02 AM
Replies:
16
Adding a ATK field to npc_types
Views:
5,021
Posted By
LordKahel
Yes level is the only easily modifiable attribute...
Yes level is the only easily modifiable attribute that will affect a npc hit chances. But beyond a 20 level difference it will have no impact . So if a player is level 70 , then a npc beyond level...
Forum:
Development::Server Code Submissions
03-09-2008, 01:48 PM
Replies:
16
Adding a ATK field to npc_types
Views:
5,021
Posted By
LordKahel
Actually AC has no impact on wethever a npc will...
Actually AC has no impact on wethever a npc will hit a player or not . level + defense skill vs level + weapon skill - avoidance and AAs will determine if a NPC hits or not . Then it checks all...
Forum:
Development::Server Code Submissions
03-09-2008, 01:19 PM
Replies:
16
Adding a ATK field to npc_types
Views:
5,021
Posted By
LordKahel
The atk value is always 0 and never updated. You...
The atk value is always 0 and never updated. You can see at with #showstats or used the combat logging you will see in the IntervalAC logs that npc have weak attackRating compared to a PC...
Forum:
Development::Server Code Submissions
03-09-2008, 11:56 AM
Replies:
16
Adding a ATK field to npc_types
Views:
5,021
Posted By
LordKahel
Adding a ATK field to npc_types
This is a simple fix to add a ATK field in the db and populate the atk value of a npc . There is a value ATK in npc but presently it always 0 (you see it with the #showstats command) and this value...
Forum:
Development::Server Code Submissions
03-08-2008, 09:00 AM
Replies:
4
Adding a Item Shielding Cap Rule
Views:
3,458
Posted By
LordKahel
Item Avoidance Cap
Here the code to add a cap to Item Avoidance bonus .
Add the blod line to ruletypes.h
RULE_INT ( Character, ItemManaRegenCap, 15)
RULE_INT ( Character, ItemHealthRegenCap, 35)
RULE_INT (...
Forum:
Development::Server Code Submissions
03-07-2008, 07:12 AM
Replies:
4
Adding a Item Shielding Cap Rule
Views:
3,458
Posted By
LordKahel
Adding a Item Shielding Cap Rule
This will add a rule to cap Item Shielding to the amount needed . I think live capped it at 30. This is the default value.
In ruletypes.h add the bold line to the Character category
...
Forum:
Development::Bug Reports
03-06-2008, 07:43 AM
Replies:
4
Lore augments no longer count for lore once slotted
Views:
2,578
Posted By
LordKahel
Ok i worked and tested a fix for this problem . ...
Ok i worked and tested a fix for this problem . You can find it in the code submissions forum.
Code submission fix (http://eqemulator.net/forums/showthread.php?t=24572)
--
Pyronis / Kahel...
Forum:
Development::Server Code Submissions
03-05-2008, 05:59 PM
Replies:
3
Fix to Lore Slotted Augment Checks
Views:
3,356
Posted By
LordKahel
Fix to Lore Slotted Augment Checks
This is a fix for the bug that let you loot a lore augment even if you have one already slotted.
This is done by modifying 3 function , both Inventory::_hasItem and eq_constants.h.
I added a...
Forum:
Development::Bug Reports
03-04-2008, 05:35 AM
Replies:
4
Lore augments no longer count for lore once slotted
Views:
2,578
Posted By
LordKahel
Lore augments no longer count for lore once slotted
It seem that once a LORE augment get slotted it no longer count when checking for duplicate items.
The problem seem to be in Item.cpp
sint16 Inventory::_HasItem(map<sint16, ItemInst*>&...
Forum:
Quests::Q&A
12-10-2007, 06:16 AM
Replies:
4
Weird Bug with quest Globals
Views:
4,065
Posted By
LordKahel
Disregard my post , I found what was causing the...
Disregard my post , I found what was causing the problem.
The expdate column was set to not accept NULL values. I changed it to permit NULL and it work perfectly now.
Forum:
Quests::Q&A
12-10-2007, 04:34 AM
Replies:
4
Weird Bug with quest Globals
Views:
4,065
Posted By
LordKahel
Weird Bug with quest Globals
Using build 1062.
I am unable to save a Quest variable with the setglobal command if my duration is "F" .
Here is a test quest and the log results.
With this code :
sub EVENT_SAY {
...
Showing results 1 to 22 of 22
Forum Jump
User Control Panel
Private Messages
Subscriptions
Who's Online
Search Forums
Forums Home
General
General::General Discussion
General::Server Discussion
General::News
General::News::Polls
Support
Support::General Support
Idiot Posters
Spell Support
Support::Windows Servers
Support::Linux Servers
Support::Packetcollector
Support::MiniLogin
Quests
Quests::Q&A
Quests::Custom
Quests::Completed
Quests::Submissions
Quests::Plugins & Mods
Quests::need work
Quests::LUA
Development
Development::Development
Development::Bots
Development: Custom Code
Development::Server Code Submissions
Development::Feature Requests
Development::Bugs
Development::Bug Reports
Development::Database/World Building
Development::Tools
Development::GeorgeS's Tools
EQEmu Operations Center
KayotRO
Old Eq
OpenZone
OpenZone:: Q&A
Simple Client
OpenZone::Tutorials
OpenZone::Bug Reporting
Misc
Misc::Off Topic
Misc::Screenshots
Archives
Archive::Support
Archive::General Support
Archive::Windows Servers
Archive::Linux Servers
Archive::Tutorials/Howto's
Tutorials--Outdated Use the Wiki
Tutorial ALL NEW PEOPLE READ THIS
Tutorials::Discussion
Tutorials::Requests
Tutorials::Submissions
Tutorials::Needs work
Archive::Packetcollector
Archive::Development
Archive::Development
Archive::Bugs
Archive::Tools
Archive::Quests
Archive::Database/World Building
EQ2 Development
Archive::Misc
Archive::Off Topic
Archive::Screenshots
OpenEQ
OpenEQ::General Discussion
OpenEQ::Support
OpenEQ::Development
OpenEQ::Bug reporting
OpenEQ::Plugins
All times are GMT -4. The time now is
01:48 PM
.
-- Default Style
---- EQEmulator
EQEmulator
-
Archive
-
Top
Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a
Creative Commons License
.
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by
Bluepearl Design
and
vBulletin Templates
- Ver3.3