EQEmulator Forums

EQEmulator Forums (https://www.eqemulator.org/forums/index.php)
-   Archive::Bugs (https://www.eqemulator.org/forums/forumdisplay.php?f=622)
-   -   EQEMu 0.4.1+ Wishlist. (https://www.eqemulator.org/forums/showthread.php?t=4670)

devn00b 01-09-2003 10:33 AM

Resists. if any server is going to have spell casting this needs to be done. just otherwise its whoever nukes who 1st wins.

also makes those resist #'s on the stat screen worthless.

mByte 01-09-2003 05:38 PM

Ability to bind a npc script to several npc's

Guard000 to Guard010 that say the same thing is kinda pointless to have 10of the same scripts

Maybe add zone folders emu\quests\<zone>\*.qst

Jay 01-10-2003 10:10 AM

Perhaps this has already been addressed, but if it hasn't I would like to see the faces attribute in the npc_types show up in-game. I'm pretty happy with everything else. WTG Devs!

just_add_water 01-10-2003 12:59 PM

Btw theres a brand new quest system being worked on, so plz don't ask about quests (or anything connected to them)

killspree 01-13-2003 04:12 AM

Another feature that would be nice is character flags. It would allow dynamic quests and such, much easier than the old style of turn in item x from mob y. Instead you would just kill the mob, get a flag from killing it, and return to the quest npc to advance further in the quest.

Of course item turn-ins would still be useful, but it would be a nice addition as well to have flags. That's one of the major features that has seemed to work well in PoP.

Pneu 01-29-2003 02:37 AM

I would like to be able to edit the different restists of mobs, so I can make my hairy things flammable and my undead things ignore diseases and so on.

I would like to have control over mobs as undead, animal and summoned. I suspect this is hard coded and possibly based upon model. On my own world i'd like to use the animal flag for a series of plot related mobs following a particular god, and a series of bane and debuff spells associated with the accursed followers that do not work on other mobs.

(This allows me to make the players incredibly powerful for a particular quests plot line, but have that power useless outside of the related quest).

I would also like mobs on opposing factions to attack each other, perhaps relying on the AILevel variable to enable this.

Drawde 01-29-2003 04:55 AM

Monster types such as undead, summoned and animal can be set with the "bodytype" value in npc_types. I can't remember the exact values for each type but it's in my parser code so I'll find it and post it here if you're interested.
Configurable resists will be in the next version (4.2) I think, it will add 5 more values to npc_types, one for each resist.

Pneu 01-29-2003 09:34 AM

Thanks Drawde, that's enough info for me to find the rest out :)

Pneu

Jaguar5555 01-30-2003 05:07 PM

Mobs hitting for actual damage, i mean soloing a 100 damage hitting Trakanon is extreamlly lame. Even on a legit server i can solo them, without using unfair items such as Can o' Whoop ass and Aego buffer. Just normal monk with top notch gear.


This has got to be fixed, or it will get old quick and if there is a script i can write please tell me.


All times are GMT -4. The time now is 12:41 AM.

Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.