EQEmulator Home
>
EQEmulator Forums
>
Search Forums
Search Results
User Name
Remember Me?
Password
Home
Forums
Register
Members List
Today's Posts
Search
Search Forums
Show Threads
Show Posts
Advanced Search
Go to Page...
Page 2 of 10
<
1
2
3
4
5
6
>
Last
»
Showing results 26 to 50 of 228
Search took
0.04
seconds; generated 94 minute(s) ago.
Search:
Posts Made By:
Kayen
Forum:
Spell Support
02-02-2015, 01:01 AM
Replies:
9
Rage Of Zomm Magician Spell Broken
Views:
13,556
Posted By
Kayen
Well confirmed on live. You CAN NOT summon...
Well confirmed on live.
You CAN NOT summon rage of zomm while you have another pet spawned, it gives you the you can not have more than one pet at a time message.
Forum:
Spell Support
02-02-2015, 12:28 AM
Replies:
9
Rage Of Zomm Magician Spell Broken
Views:
13,556
Posted By
Kayen
The spell data for a regular pet and rage of zomm...
The spell data for a regular pet and rage of zomm are nearly identical in all respects so the fact it is just summoning a pet is no surprising.
Basically to make this functional we would need to...
Forum:
Development::GeorgeS's Tools
01-27-2015, 07:21 AM
Replies:
5
fix npc w/ bad min max dmg error
Views:
12,700
Posted By
Kayen
He is asking in an archaic way for GeorgeS to fix...
He is asking in an archaic way for GeorgeS to fix his npc_editor tool, which crashes (giving you an error like that) if you copy and NPC due to that field change.
Forum:
Spell Support
01-24-2015, 08:54 AM
Replies:
7
Awkward Scaling involving ImprovedDamage (Bug?)
Views:
12,245
Posted By
Kayen
At some point a custom server has to take...
At some point a custom server has to take responsibility for what it sets as values for things.
Given all things are relative there is no logical reason to have numbers that high.
Forum:
Spell Support
01-23-2015, 08:40 PM
Replies:
7
Awkward Scaling involving ImprovedDamage (Bug?)
Views:
12,245
Posted By
Kayen
This is the function that handles it. Maybe...
This is the function that handles it. Maybe somebody else will see something obviously wrong.
int32 Mob::GetActSpellDamage(uint16 spell_id, int32 value, Mob* target) {
if...
Forum:
Spell Support
01-23-2015, 08:38 PM
Replies:
7
Awkward Scaling involving ImprovedDamage (Bug?)
Views:
12,245
Posted By
Kayen
Sounds like an overflow issue. However,...
Sounds like an overflow issue.
However, just reviewing the code those numbers aren't really hitting the int32 limits.
Question is it healing the NPC when you negative crit?
Forum:
Spell Support
01-11-2015, 05:56 PM
Replies:
5
Help with Screech / Overwrite Method
Views:
11,277
Posted By
Kayen
http://69.168.254.241/p?Spells_Buff_Stacking&frm=M...
http://69.168.254.241/p?Spells_Buff_Stacking&frm=Main--SpellEffects
Forum:
Development::Development
01-11-2015, 08:14 AM
Replies:
1
New GM command #tune
Views:
6,479
Posted By
Kayen
New GM command #tune
I implemented a rather extensive new GM command to help developers better 'tune' NPC/Client combat statistics for those hard to determine values AC/ATK and Avoidance/Accuracy.
Usage is simple.
...
Forum:
Development::Bug Reports
01-11-2015, 07:43 AM
Replies:
9
Mercs Attack Rate Way too fast?!!
Views:
17,344
Posted By
Kayen
I suspect 'attack_delay' is not being set...
I suspect 'attack_delay' is not being set correctly for them.
'attack_speed' does nothing it was replaced by 'attack_delay' but i do not see the field in the merc table.
It most likely is...
Forum:
Development::Bug Reports
01-09-2015, 11:33 PM
Replies:
7
NPCs Occasionally Hitting EXTREMELY Hard
Views:
10,880
Posted By
Kayen
Resolved. Fix comitted Basically when i...
Resolved.
Fix comitted
Basically when i updated the projectile code, i forgot to add the spell projectile check to NPC's so they were processing spell projectiles as archery/ranged attacks.
Forum:
Development::Bug Reports
01-09-2015, 09:47 PM
Replies:
7
NPCs Occasionally Hitting EXTREMELY Hard
Views:
10,880
Posted By
Kayen
I recently update the how target type 1...
I recently update the how target type 1 (projectiles spells) work.
What spell are these npcs casting?
I suspect the following is occurring, since both archery and spell projectiles use the same...
Forum:
Quests::Q&A
01-06-2015, 10:21 PM
Replies:
2
Identifiers for ModifyNPCStat
Views:
8,786
Posted By
Kayen
id = Your identifier void...
id = Your identifier
void NPC::ModifyNPCStat(const char *identifier, const char *newValue)
{
std::string id = identifier;
std::string val = newValue;
for(int i = 0; i < id.length(); ++i) {...
Forum:
Development::Feature Requests
01-06-2015, 07:57 PM
Replies:
5
Ability to Cast Runes from Perl/LUA
Views:
12,647
Posted By
Kayen
Don't over think it. You have about 32000...
Don't over think it.
You have about 32000 spell ids you can use.
With a few queries you can pop out a 100 custom rune spells in a few seconds.
Also if you want to get a little creative. Look...
Forum:
Development::Feature Requests
01-06-2015, 06:27 AM
Replies:
5
Ability to Cast Runes from Perl/LUA
Views:
12,647
Posted By
Kayen
I think you don't really understand what the...
I think you don't really understand what the npc->Damage function does.
It really has nothing to do with spell casting, in the source it is used to apply the damage of the spell after its been...
Forum:
Development::Feature Requests
01-06-2015, 01:39 AM
Replies:
5
Ability to Cast Runes from Perl/LUA
Views:
12,647
Posted By
Kayen
You can not really manipulate raw spell data via...
You can not really manipulate raw spell data via quest function. The way spells are coded in the source it would take some massive rewriting to do it (if even possible).
Easiest solution by far,...
Forum:
Development::Development
12-08-2014, 08:32 AM
Replies:
10
Feature added: Administrators can now bypass the LoginServer
Views:
17,766
Posted By
Kayen
Thank you! Awesome and really easy to set...
Thank you!
Awesome and really easy to set up.
Forum:
Spell Support
12-08-2014, 12:13 AM
Replies:
3
DoT Spell Aggro
Views:
6,644
Posted By
Kayen
Going to just fix this for real
Going to just fix this for real
Forum:
Support::General Support
12-06-2014, 01:52 AM
Replies:
23
At wits end...Titanium vs UF
Views:
16,136
Posted By
Kayen
Try installing eqlive and getting that version of...
Try installing eqlive and getting that version of directx.
I have had that solve the issue with UF in the past.
Forum:
Spell Support
11-06-2014, 12:57 AM
Replies:
3
Underfoot Client with classic spell effects!
Views:
8,465
Posted By
Kayen
Just fyi to any server devs who want to set all...
Just fyi to any server devs who want to set all spell animations to classic.
Run this query on your spells new table.
It will then use the classic spell animations set in the field...
Forum:
General::Server Discussion
10-14-2014, 06:43 PM
Replies:
21
What happened to Storm Haven server?
Views:
19,821
Posted By
Kayen
As per my conversations with Trev (who is...
As per my conversations with Trev (who is actively working on it)
Should be back up tonight or tomorrow.
Forum:
General::Server Discussion
10-12-2014, 11:28 PM
Replies:
21
What happened to Storm Haven server?
Views:
19,821
Posted By
Kayen
We are having a significant technical issue at...
We are having a significant technical issue at the moment.
Expect it to be down until the morning at least.
Thank you for the generous offer Davidjacobs, we are already hosted in what is nearly...
Forum:
Development::GeorgeS's Tools
10-12-2014, 04:51 PM
Replies:
19
Tool status update Sep 2014
Views:
39,324
Posted By
Kayen
I think those are what is currently missing...
I think those are what is currently missing (order is just the order they appear in the table)
`alt_currency_id` int(11) unsigned NOT NULL DEFAULT '0',
`npc_spells_effects_id` int(11) unsigned...
Forum:
Development::GeorgeS's Tools
10-12-2014, 01:42 AM
Replies:
19
Tool status update Sep 2014
Views:
39,324
Posted By
Kayen
Would you consider updating your npc editor to...
Would you consider updating your npc editor to include the new fields in npc_types?
It is rather out of date at this point.
Kayen
Forum:
Development::GeorgeS's Tools
09-29-2014, 04:13 PM
Replies:
19
Tool status update Sep 2014
Views:
39,324
Posted By
Kayen
Sounds great, thanks. Been using the old...
Sounds great, thanks.
Been using the old versions but they are getting little funky.
Forum:
Quests::Q&A
09-28-2014, 02:34 PM
Replies:
2
Muramite Proving Grounds: Mastery of Weaponry (chambersb zone)
Views:
7,285
Posted By
Kayen
There are a number of ways to make an NPC...
There are a number of ways to make an NPC weak/strong verse a melee skill type.
Via quest ModSkillDmgTaken(skillid, amount)
Via spell effects - SE_SkillDamageTaken 197
Via the table...
Showing results 26 to 50 of 228
Page 2 of 10
<
1
2
3
4
5
6
>
Last
»
Forum Jump
User Control Panel
Private Messages
Subscriptions
Who's Online
Search Forums
Forums Home
General
General::General Discussion
General::Server Discussion
General::News
General::News::Polls
Support
Support::General Support
Idiot Posters
Spell Support
Support::Windows Servers
Support::Linux Servers
Support::Packetcollector
Support::MiniLogin
Quests
Quests::Q&A
Quests::Custom
Quests::Completed
Quests::Submissions
Quests::Plugins & Mods
Quests::need work
Quests::LUA
Development
Development::Development
Development::Bots
Development: Custom Code
Development::Server Code Submissions
Development::Feature Requests
Development::Bugs
Development::Bug Reports
Development::Database/World Building
Development::Tools
Development::GeorgeS's Tools
EQEmu Operations Center
KayotRO
Old Eq
OpenZone
OpenZone:: Q&A
Simple Client
OpenZone::Tutorials
OpenZone::Bug Reporting
Misc
Misc::Off Topic
Misc::Screenshots
Archives
Archive::Support
Archive::General Support
Archive::Windows Servers
Archive::Linux Servers
Archive::Tutorials/Howto's
Tutorials--Outdated Use the Wiki
Tutorial ALL NEW PEOPLE READ THIS
Tutorials::Discussion
Tutorials::Requests
Tutorials::Submissions
Tutorials::Needs work
Archive::Packetcollector
Archive::Development
Archive::Development
Archive::Bugs
Archive::Tools
Archive::Quests
Archive::Database/World Building
EQ2 Development
Archive::Misc
Archive::Off Topic
Archive::Screenshots
OpenEQ
OpenEQ::General Discussion
OpenEQ::Support
OpenEQ::Development
OpenEQ::Bug reporting
OpenEQ::Plugins
All times are GMT -4. The time now is
04:42 PM
.
-- Default Style
---- EQEmulator
EQEmulator
-
Archive
-
Top
Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a
Creative Commons License
.
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by
Bluepearl Design
and
vBulletin Templates
- Ver3.3