Critical hits, AA points ...
No idea how hard it would be to add such things, but I think it would be reallllllyyyy awesome eheh =)
What you all think? oh and Discipline too ... would be really cool ! |
answer please !!!! hehe
Really interested in seeing critical hits / mighty strike in the game hehe |
AA's are in...
You'll have to set up an NPC that gives you xx amount of exp. Once you do it, kill the NPC, have the points shoved into AA exp - See what happens. I did NOT get the chance to try this last night, but I will be doing it tonight. Please let me know if this doesnt work for you. -Sharky |
Well it would be nice if you could click the % arrows to allow you to transfer XP into AA xp.. AA doesnt work ;\
It is on the private dev task list (i added it myself last week), along with class disciplines. |
THis is a stupid question.. but being that I haven't Played EQ since DAoC came out... What is an AA point?
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okay thanks for answering =)
I think it would be a really really great addition to EQEmu |
SCRATCH that, conflicted with something, back to the drawing board :-D
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what do you mean Sprite ?
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from the looks of it.. he typed out something.. then came back and edited it.
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oh hehe
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AA points
Quote:
When luclin came out they released a new concept where after you recieve your 51st level you can choose to put a certain % of your experience gained into a special EXP pool called "AAXP". You gain special abilities from it, (Alternate Abilities I suppose you could call them) and take about the same exp as.. ( I think ).. about level 30 to get 1 point of AA. Complete listing on AA's and their purposes\methods can be fouund at http://www.eq.castersrealm.com (AAXP Tab on the left side) Hope taht helps meiudaj/ |
Oh... so my hunch was right
AA = TS TS = TIME SINK :-) |
I had done crit hits, was messed up ;)
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one AA point = level 51 =p
use to be 50 but people were getting points way to quickly. |
Having full NTOV+ Gear basically makes your exp go mega fast.. Hence the excruciatingly "Slow" AA point earnings..
If you had a full NTOV+ Group, level 59, they'd get out of 59 before a normal group of level 51's would due to the gear. (Assuming they are not casters, heh) |
AA Points
I tell ya , 54+ those AA Points feel like they're around lvl 30! That's what they felt like to me.. But you're probably right. I totally guessed the level equiv of it. ^_^
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AA is faster than level 51, but slower than level 50. I have a level 51 Minstrel that is putting half exp into AA and half exp into level, and the AA is moving at a much faster rate.
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I've implemented a few things on Alternate Advancement.
Unfortunately, the PlayerProfile_Struct does NOT contain information about alternate advancement and the server holds a separate table of 128 (?) bytes in size. (table defined below) I've been fiddling around with the way the server communicates this data to the client... but all I can figure out is that the server sends an opcode of 0x1522 with the table as the payload once the client is connected and established in the zone. AA experience value is an int32 at location 4529 (4530?) in the PlayerProfile_Struct. I can't figure out where the percentage and number of unspent AA points are stored. I'm too lazy to fill out the archetype_skills field with correct names. If you're feeling spiffy and want to fill in the names, just go #gm, hit V, and click on the names of the skills in the arch. skill list, the descriptions will show the ID number (which coincides with the position in the buffer). Just be happy I went through ALL the Class skills of each class (yes, they're all listed. no, I didn't forget beastlords -- they just use the same skills as shamen / monks.) There is, however, a message from the client with an opcode of 0x1422 when the user clicks the arrow buttons in the Alternate Advancement menu, but all I can glean from the 256-byte field is a string containing a word "on" or "off" and a text-encoded number which seems to equal the percentage requested. I can't figure out how to respond with the right value to enable the AAXP percentage, so it stays 0% at all times. Oh well. I implemented a copy of the Database::GetPlayerProfile() function that returns the "alt_adv" column from the "character_" table. It works pretty well, but it requires that everyone "ALTER TABLE character_ ADD COLUMN alt_adv blob;" their databases, which is icky... and requires that the code that looks up the table will handle a NULL value when the emu tries to look up the alt_adv table when nothing has been saved there before. Code:
struct PlayerAA_Struct { |
AA points would be awesome!
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This is the data I have collected...
int32 aaexp = 0x4532 int8 aapercent = 0x4537 0x1422 = OP_AAButton I've got buttons structure almost figured out.. got a little bit more to do about it though =P PS: I saw that exact same code in ShowEQ code ~grin~ if you work them or coded it for them it's all good though =P |
It may be the same "code" as what's in ShowEQ, but it's only a coincidence in the fact that it's the correct structure. Sure, I may have reinvented the wheel, but I'll tell ya, it's 100% my few hours of writing down information and typing it in. Not that I have anything to prove, though. I'm just saying that I didn't plagiarise Megaton et al's work.
I should probably skim through ShowEQ's code and see what I'm missing in my implementation of the AA code I wrote, though... /shrug |
Hey. Kinda of new here. Are aa's in yet? :)
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