Walkspeed Fix
The current method of figuring walkspeed does not provide functionality that reflects that of live. After going through the PEQ npc_types table, every single walkspeed is half the runspeed. The following code change to the GetWalkspeed() function will ignore the database walkspeed and use runspeed to calculate it. This allows for snares to effect walkspeed in a way that functions just like live. With this fix in place I am able to Snare/FD split just like I do on live with my necro. SK's should see the same thing when Snare splitting.
Here is the Diff Code:
--- E:\EQEmu815\zone\mob.cpp Tue Jul 04 09:33:18 2006 |
ok,
I took this concept, and redid it a bit. Basically, I changed it to use the same code to calculate run and walkspeed, but walkspeed is given an innate -50% speed penalty. This means that if you stack up another -50% penalty with buffs, the mob will be unable to walk. Once again, I would like you to test what I have done. |
All times are GMT -4. The time now is 01:04 PM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.