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Showing results 26 to 50 of 60
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Posts Made By:
seveianrex
Forum:
Development::Development
10-21-2008, 10:47 PM
Replies:
1
Why are there 2? ANSWERED
Views:
7,038
Posted By
seveianrex
Why are there 2? ANSWERED
Well, this might be common knowledge. But the code says it isn't, and therefore I feel it might be worth posting.
IF you look at the massive list of AAs there are some instances, I'm going to use...
Forum:
Development::Server Code Submissions
10-19-2008, 11:15 PM
Replies:
2
Slay Undead Fix **Priority
Views:
5,170
Posted By
seveianrex
Heh. I was just levelling an alt Warrior up in...
Heh. I was just levelling an alt Warrior up in Kurns Tower and I had an OH SH*T moment when I got the SU message.
Forum:
Development::Server Code Submissions
10-19-2008, 10:57 PM
Replies:
2
Slay Undead Fix **Priority
Views:
5,170
Posted By
seveianrex
Slay Undead Fix **Priority
Sorry for the additional thread. An important change is needed for this recent fix.
In {attack.cpp} function TryCriticalHit()
if(defender && defender->GetBodyType() == BT_Undead ||...
Forum:
Development::Server Code Submissions
10-19-2008, 04:00 PM
Replies:
5
Tradeskill Group Emotes
Views:
7,323
Posted By
seveianrex
Whoops. My bad! Thanks Derision for the fix..
Whoops. My bad! Thanks Derision for the fix..
Forum:
Development::Server Code Submissions
10-18-2008, 03:11 PM
Replies:
3
Slay Undead Fix
Views:
5,653
Posted By
seveianrex
For clarity's sake, the end result should look...
For clarity's sake, the end result should look like this:
if(defender && defender->GetBodyType() == BT_Undead || defender->GetBodyType() == BT_SummonedUndead || defender->GetBodyType() ==...
Forum:
Development::Server Code Submissions
10-18-2008, 10:13 AM
Replies:
10
CoH Hate List Wipe
Views:
8,592
Posted By
seveianrex
CoH Hate List Wipe
{spell_effects.cpp}
~1734, find
CastToClient()->cheat_timer.Start(3500, false);
CastToClient()->MovePC(zone->GetZoneID(), caster->GetX(), caster->GetY(), caster->GetZ(),...
Forum:
Development::Server Code Submissions
10-18-2008, 10:01 AM
Replies:
2
Check For SpellEffect Fix
Views:
7,933
Posted By
seveianrex
Check For SpellEffect Fix
I ran into this issue primarily with Levitate. If anyone can think of another effect that this might be useful for it should be a reasonably simple implementation.
Basically, lets say you cast...
Forum:
Development::Server Code Submissions
10-18-2008, 09:56 AM
Replies:
5
Tradeskill Group Emotes
Views:
7,323
Posted By
seveianrex
Tradeskill Group Emotes
{tradeskills.cpp}
in bool Client::TradeskillExecute, at approx. line 700, locate:
if(spec->tradeskill == JEWELRY_MAKING){
switch(GetAA(aaJewelCraftMastery)){
case 1:
AAChance = 10;...
Forum:
Development::Server Code Submissions
10-18-2008, 02:13 AM
Replies:
3
Slay Undead Fix
Views:
5,653
Posted By
seveianrex
Slay Undead Fix
{attack.cpp}
~2631, right after the definition of Mob::TryCriticalHit, add:
bool slayUndeadCrit = false;
A few lines down, find the following:
Forum:
Development::Server Code Submissions
10-15-2008, 03:39 PM
Replies:
1
Alcohol Drinking / Skillup Fix
Views:
6,460
Posted By
seveianrex
Alcohol Drinking / Skillup Fix
At the moment, there is no message for consuming alcohol. It should be the same as when you forcefeed water.
Additionally, because of the current setting, it appears that there is a 100% skill-up...
Forum:
Development::Server Code Submissions
10-15-2008, 06:21 AM
Replies:
3
Pet Power Item Focus
Views:
36,854
Posted By
seveianrex
Let me be clear, the LIMIT effects are all in...
Let me be clear, the LIMIT effects are all in full effect. e.g. The "Minion of Fire" focus will only apply to Magician Fire Pets within the specified level range.
The reason that the Pet Power(int...
Forum:
Development::Server Code Submissions
10-14-2008, 04:47 PM
Replies:
0
TGB Change
Views:
7,070
Posted By
seveianrex
TGB Change
As per live, when someone uses /tgb it can hit up to 7 targets. This is noted in the comments, as you will see, but for some reason in Group::CastGroupSpell it has been omitted by a comment. Since I...
Forum:
Development::Server Code Submissions
10-14-2008, 04:04 PM
Replies:
3
Pet Power Item Focus
Views:
36,854
Posted By
seveianrex
Pet Power Item Focus
The following snippet provides the implementation for pet power item focus. The focus has been setup to provide a prescribed percentage increase, which should scale with level nicely.
Code has...
Forum:
Development::Development
10-13-2008, 08:31 PM
Replies:
6
Zone Spawn Variants
Views:
29,184
Posted By
seveianrex
Ahh... cool! Thanx
Ahh... cool! Thanx
Forum:
Development::Development
10-13-2008, 06:55 AM
Replies:
6
Zone Spawn Variants
Views:
29,184
Posted By
seveianrex
Zone Spawn Variants
Hey,
Just wanted to make sure this wasn't already implemented obscurely, or that someone's not already half done this project.
I was thinking the other day, for instanced zones like IKKINZ from...
Forum:
Development::Server Code Submissions
10-12-2008, 11:30 PM
Replies:
4
Sinister Strikes AA
Views:
7,170
Posted By
seveianrex
Perhaps have it generate a random int between 1...
Perhaps have it generate a random int between 1 and 5 then?
Forum:
Development::Server Code Submissions
10-12-2008, 11:17 PM
Replies:
11
Critical Affliction AA
Views:
11,583
Posted By
seveianrex
Revised Version
{mob.h}
line 591, currently reads:
void WakeTheDead(int16 spell_id, Mob *target, uint32 duration);
add directly below:
bool TryCriticalDOT(int16 spell_id);
{spell_effects.cpp}
@~ line 2671,...
Forum:
Development::Server Code Submissions
10-12-2008, 11:02 PM
Replies:
11
Critical Affliction AA
Views:
11,583
Posted By
seveianrex
Okay. I'll do up a TryCriticalDOT function then....
Okay. I'll do up a TryCriticalDOT function then. Stand by.
Forum:
Development::Server Code Submissions
10-12-2008, 09:39 PM
Replies:
11
Critical Affliction AA
Views:
11,583
Posted By
seveianrex
Critical Affliction AA
{spell_effects.cpp}
~ line 2671, in Mob::DoBuffTic, there should be this set of code:
//TODO: account for AAs and stuff
//dont know what the signon this should be... - makes sense...
Forum:
Development::Server Code Submissions
10-12-2008, 07:01 AM
Replies:
4
Sinister Strikes AA
Views:
7,170
Posted By
seveianrex
Sinister Strikes AA
Hello all. I have completed the implementation of the Sinister Strikes AA. The bonus is setup to be an increase of between 8-15% on offhanded strikes. This may seem like a significant increase,...
Forum:
Development::Server Code Submissions
09-26-2008, 11:43 PM
Replies:
1
Project Illusion AA
Views:
7,173
Posted By
seveianrex
Sorry, need to post a change to this: in...
Sorry, need to post a change to this:
in {spells.cpp}
The line:
&& !spell_target // null ptr crash safeguard
Is supposed to read:
Forum:
General::General Discussion
09-26-2008, 06:14 PM
Replies:
0
Login Server?
Views:
5,378
Posted By
seveianrex
Login Server?
Disregard :)
Forum:
Development::Development
09-25-2008, 06:18 AM
Replies:
3
Project Illusion AA
Views:
7,054
Posted By
seveianrex
For anyone attempting to test this out, you also...
For anyone attempting to test this out, you also need to run the following query to the database:
UPDATE `altadv_vars` SET `hotkey_sid`='5662', `hotkey_sid2`='5663' WHERE `skill_id`='643'
...
Forum:
Development::Development
09-25-2008, 06:05 AM
Replies:
3
Project Illusion AA
Views:
7,054
Posted By
seveianrex
Do HoT Crits work either?
Do HoT Crits work either?
Forum:
Development::Development
09-24-2008, 08:59 AM
Replies:
3
Project Illusion AA
Views:
7,054
Posted By
seveianrex
Project Illusion AA
Hello. Here is my completed Project Illusion AA code. I have tested it. I apologize for not having that nifty .patch format but I couldn't get WinMerge to work :P
{spdat.h}
At bottom of file,...
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