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Search: Posts Made By: LordKahel
Forum: Quests::Q&A 08-27-2008, 12:50 PM
Replies: 6
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 {

...
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