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-   -   EQEMu Wishlist. (https://www.eqemulator.org/forums/showthread.php?t=4457)

killspree 01-04-2003 09:51 AM

www.eqemu.net is pretty straight-forward on how to download it if you look.

DeletedUser 01-04-2003 11:53 AM

mByte: If you got my 0.4.1 zonepoints, it fixes original EverQuest objects like that (In qeynos teleporting off and on the cleric guild saucer) stuff in erudin, etc.

ba735 01-04-2003 12:00 PM

wish list
 
id like to see some things that wearnt released that were promised on live....or supposed to have been released on live..example Veksar would be a great thing to go explore ^^

Drewfus 01-05-2003 01:40 PM

I know a lot of people have problem with creating their database. It would be nice if at release there was a readme of exactly what to source and in what order to get the correct database as of release. That is probably my biggest problem with getting my server up. I have searched the forums and I never cand find exactly what I am looking for. If anyone knows this information I am also working on getting my server up again since their have obviously been some leaps and bounds in the development!!!!

mByte 01-05-2003 07:12 PM

Yea, I just got the 4.0.1 installed and new minilogin somebody posted.

Emu Dev's Rock!

Lurker_005 01-07-2003 08:12 AM

Trade skill improvments

Ability to return more than 1 of an item aka 5 stacked arrows
return more than 1 type of item aka item and tool
return different items on failure, again more than 1 would be good
no failure combines flag (negative or 255 skill level)
container type check (I think this is in, or partly in)

Divide 02-03-2003 05:30 PM

Ahh i have another,


#setaapts (#) (Target)

Make it a ServerOP command tho,
Like Race is Self until your a GM then you can do target
then GMs can set AA for ppl even on Legit Servers

killspree 02-03-2003 09:08 PM

The ability to flag mobs immune to specific spells would be nice. Some examples would be a mob immune to slow, or mez, or charm, or all of the above in some uber mobs cases. :P

Drawde 02-04-2003 10:41 PM

NPCs (visibly) equipping items in their inventory if the "equip" flag is set to 1 would be nice. The PoD in my DB addon does have a visible Robe of Discord (texture 11) but not the staff, even though he has it in his inventory. Also it'd be nice to see skeletons, orcs etc. wielding weapons rather than just bashing you with their fists. (not to mention guards should have shields and weapons)

Edgar1898 03-03-2003 02:26 AM

Quote:

Another small thing that would be nice is NPCs equipping weapons and other items if the "equip" flag in the loot table is set to 1 - it's a bit odd seeing guards bashing everything to death with their bare hands (if they're Monks, then why can they wear plate armour!?)
I just fixed this last night. NPCs will equip any item you tell them to, ALTHOUGH, at this time I have only made it display the primary and secondary items and also if the item is equipable on the chest of an npc, it will display the texture associated with the item. (IE if they equip Nobles Robe, you will see the graphic for the robe on them.) Also since STR and AC are the only stats we use for NPCs, they are the only stats that I have increased when a NPC equips an item. Yes, NPCs will now get the AC and str associated with an item. The same you would receive if you owned the item.

Divide 03-03-2003 02:35 AM

Very Nice lethal

Trumpcard 03-03-2003 02:38 AM

Very cool...

TheOne 03-05-2003 02:34 AM

Question
 
Just a question like that, did you make it so models who shouldn't equip weapons/armor will not equip it ? I really wouldn't see Trakanon with a weapon or BP on him =P

Edgar1898 04-02-2003 05:35 AM

Its up to the server owner whether to allow a certain npc to equip items. (by the equip_item field in lootdrop_entries) .

Edgar1898 04-02-2003 05:42 AM

Quote:

Ground item spawns (including forges, brew barrels, looms etc for tradeskills). Should be easy to implement in the DB, since you can now drop items and pick them up again - the difficulty would be getting the correct data for all the spawn locs
It wasnt quite that simple, but I have been able to get ground spawn items. Im going to add a new table to contain them in the next few days and hopefully have the code fully finished by this weekend or next weekend. I can spawn items like evergreen leaves, ovens, forges and stuff, but its going to take a little more code because although the forge is there it doesnt open itself up like a container (the way eq live does it). Im going to play around with it some more....

singrym 04-07-2003 11:00 AM

Didn't read all 7 pages so this might allready be there, but proper z detection. Or at the very least the ability for mobs not to see through walls. Going into blackburrow for example gets you aggroed from all the way from the top to the bottom. You can also attack invisible mobs that happen to be under the floor. Mobs not seeing through ceilings/floors would be enough to make me ecstatic.


The ability to customize petz and classes more, in other words if I want to be a Dark elf beastlord I can add it to the char select screen rather than having to change race later, and also be able to assign what kind of pet is summoned. If you use the dark elf example and change your race you summon a human pet. Would be cool if I could assign it to be permanently a werewolf or something.

this is a wishlist so that's my wish :P

Warlon 05-07-2003 08:58 AM

I think there should be an item searcher exactly like bazaar window, but for all items, like, you look under woodelf ranger, tunic etc...


Majico, GM on Dils World

DeletedUser 05-07-2003 10:54 AM

That would be a cool idea, bazaar item searcher. Isn't that client coded though?

fnemo 05-07-2003 11:36 AM

it is :(

Nexen 05-09-2003 08:46 AM

changes
 
Ive noticed that bows work but the dmg is always the same like i'll do 79 damage every time, i wont miss or anything its always the same.

Then theres Pathing bugs like when you enter sebilis it shows all the mobs at the entrance of the zone when they actually arnt.

Theres also aggro issues, mobs will con different but if you are KOS and standing like 1 inch from the mob it wont aggro . That is the case on some servers , on others i noticed that no mobs aggro till you hit a part of the zone where you get half the zone attacking you at the same time.

AA problems... Half of them you cant train for.... example you cant train innate regen , you cant train any POP abilitys and you cant train AM3(AM3 isnt a big deal yet since the bows are broke anyhow)

NPC dmg tables. Ok on most servers i run and go solo trak cause he hits for 50 every 5 seconds. I dont think the real Trak on EQlive hits for 50, i belive he hits for much more and does a mad AE. I would like to see mobs do the dmg they actually should and swing as fast as they actually should. This is one of my main concerns and things im really hoping for soon. i have like 5 RL friends and i would love to start a server of my own and have us get on there and make our chars from EQlive but with our dream profiles and try to go raid Vex Thal or something but thats not really possible when i can alrdy solo VT cause the mobs hit for 125 everytime.

Thanks

a_Guest03 05-09-2003 09:23 AM

Read the development board and World Building board. They both outline every problem you described as current projects. Bows are very low on the list.

Combat in general isn't done.

If you want to help us, you can join our efforts in repairing the problems you described. If you just came to point out the problems, that's nice :) We'll get around to it when time becomes available.

killspree 05-09-2003 10:57 AM

Quote:

NPC dmg tables. Ok on most servers i run and go solo trak cause he hits for 50 every 5 seconds. I dont think the real Trak on EQlive hits for 50, i belive he hits for much more and does a mad AE. I would like to see mobs do the dmg they actually should and swing as fast as they actually should. This is one of my main concerns and things im really hoping for soon. i have like 5 RL friends and i would love to start a server of my own and have us get on there and make our chars from EQlive but with our dream profiles and try to go raid Vex Thal or something but thats not really possible when i can alrdy solo VT cause the mobs hit for 125 everytime.
NPC damage can be tweaked in the database. So that's easily fixed, well ok, not easily, as NPCs still hit for much less than their max damage most times, but that's due to AC code still being worked on. :P

miztay 05-18-2003 08:47 AM

.
 
Kinda skimmed through, too many asking for content, would like to see a possible interface menu for spawning, hard to quickly setup an fortress of spawns for an event. =/

Multi facttion hits +/- or is there a way to make mobs give + faction?

Drawde 05-18-2003 09:58 PM

Don't know if LethalEncounter is reading this, but there is a bug in the current CVS with NPCs equipping items - they can only equip one (apparently randomly-chosen) item at a time, so if they had a sword and shield, for example (e.g a guard) they would randomly equip either the sword or the shield, not both.
This bug wasn't present in the code LE sent me a while ago.

Edgar1898 05-19-2003 05:22 AM

Ill take a look at it, someone probably edited my code and nerfed it. I need to go through and optimize it a little more anyways.


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