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Search: Posts Made By: Kayen
Forum: General::General Discussion 01-06-2013, 08:32 AM
Replies: 37
Views: 33,619
Posted By Kayen
In reviewing this also found the SoF+ Healing...

In reviewing this also found the SoF+ Healing Adept AA's were not set to the correct values.

Committed an sql to resolve all these issues.
Forum: General::General Discussion 01-06-2013, 08:11 AM
Replies: 37
Views: 33,619
Posted By Kayen
Yeah looks like its missing should be 2% per rank...

Yeah looks like its missing should be 2% per rank for the 3 ranks.
Forum: General::General Discussion 01-04-2013, 02:03 AM
Replies: 37
Views: 33,619
Posted By Kayen
You can technically get SoF+ AA's in Titanium but...

You can technically get SoF+ AA's in Titanium but you need to set the client version on all those AA's and also adjust all the fields only effect Titanium AA. It is not as simple as just having the...
Forum: General::General Discussion 01-02-2013, 11:54 PM
Replies: 37
Views: 33,619
Posted By Kayen
You can technically just use the same desc and...

You can technically just use the same desc and title id of the 'Advanced Innate Strength', need to make sure though if on SoF you are set the sof_next_skill = to the skill_id of Advanced Innate...
Forum: General::General Discussion 01-02-2013, 12:45 AM
Replies: 37
Views: 33,619
Posted By Kayen
First Titanium clients can not display AA's as...

First Titanium clients can not display AA's as stacking.

You will just see an individual line for each AA that has a skill_id.

Now for what you want to accomplish.

You want to add another 20...
Forum: General::General Discussion 01-01-2013, 06:10 AM
Replies: 37
Views: 33,619
Posted By Kayen
If you have AA stacking turned on, you probably...

If you have AA stacking turned on, you probably need to make sure the sof_max_level is also set correctly. I am guessing that is what is overriding your changes.

It also is not as simple just...
Forum: General::General Discussion 01-01-2013, 12:10 AM
Replies: 37
Views: 33,619
Posted By Kayen
The system itself was not significantly changed....

The system itself was not significantly changed. The major improvement is that almost all AA are handled in via the dbase tables and not hard coded in the source.

For more details see the change...
Forum: Quests::Q&A 12-31-2012, 05:17 AM
Replies: 3
Views: 7,059
Posted By Kayen
Try using the SpellEffect as well, it has another...

Try using the SpellEffect as well, it has another 400 or so effects and is generally easier to work with than Appearance effects.

$npc->SpellEffect

Appearance effects are dependent on NPC size....
Forum: Spell Support 12-24-2012, 10:30 AM
Replies: 17
Views: 21,826
Posted By Kayen
I understand and appreciate your efforts to...

I understand and appreciate your efforts to correct the issues that were broken.

Just wanted people to understand the logic cause I recall how hard was to figure how this spell effect actually...
Forum: Spell Support 12-24-2012, 09:15 AM
Replies: 17
Views: 21,826
Posted By Kayen
I'm not sure how this works on live, but this...

I'm not sure how this works on live, but this logic seems a little odd to me. It seems like the intent was that spell 4789 is always cast but only if there's also another spell to cast based on the...
Forum: Spell Support 12-22-2012, 05:37 AM
Replies: 17
Views: 21,826
Posted By Kayen
Oops my bad I wrote that code. Thanks for...

Oops my bad I wrote that code.

Thanks for catching it.
Forum: General::Server Discussion 11-29-2012, 01:50 PM
Replies: 8
Views: 9,082
Posted By Kayen
As a developer I prefer tasks because they allow...

As a developer I prefer tasks because they allow for a clean way to track player progression via what tasks they have completed (opposed to using qglobals).

Also they are far superior for any...
Forum: Spell Support 11-25-2012, 12:04 AM
Replies: 6
Views: 8,057
Posted By Kayen
It does not exist. Adding custom spell...

It does not exist.

Adding custom spell effects into the source is probably not a good idea since all the spell effect ID's are already utilized by live spell effects.

Of course you can do...
Forum: Development::Development 11-14-2012, 05:27 PM
Replies: 31
Views: 45,377
Posted By Kayen
Your 'agility' statistic and your 'defensive...

Your 'agility' statistic and your 'defensive skill' which makes up a portion of your AC value is what contributes to your 'chance to avoid melee' in the source.

Accuracy from items and spell...
Forum: General::General Discussion 11-05-2012, 11:37 AM
Replies: 75
Views: 224,356
Posted By Kayen
This will work through the latest client version....

This will work through the latest client version.

1,1,TFFFE,Equipment-01.eqg,Loading Character Equipment Files
1,1,TFFFC,GlobalFroglok_chr,Loading Froglok
1,1,TFFTC,GlobalPCFroglok_chr,Loading...
Forum: Quests::Q&A 10-20-2012, 11:09 PM
Replies: 2
Views: 5,901
Posted By Kayen
http://www.eqemulator.net/wiki/wikka.php?wakka=Que...

http://www.eqemulator.net/wiki/wikka.php?wakka=QuestObjects

For example.

$client->GetSTR()
Forum: Support::Windows Servers 10-18-2012, 11:16 AM
Replies: 14
Views: 17,324
Posted By Kayen
Bug with with Extended ingenuity. ...

Bug with with Extended ingenuity.

'SoF_next_id' = 8621

Replace that with.

'SoF_next_id = 8261.

Typo.
Forum: Support::Windows Servers 10-15-2012, 07:01 PM
Replies: 14
Views: 17,324
Posted By Kayen
I tried pretty hard to make sure there were not...

I tried pretty hard to make sure there were not any missing strings when doing the AA revisions this summer but its a rather difficult to impossible task maintaining cross compatibility with every...
Forum: Development::Bug Reports 10-15-2012, 06:24 PM
Replies: 3
Views: 7,396
Posted By Kayen
This is what you do for your script OR set slow...

This is what you do for your script OR set slow mitigation in your table.

sub EVENT_TIMER{

if ($timer eq "CastBuff")
{
$npc->NPCSpecialAttacks("f", 0); #Remove U
$npc->CastSpell(15080,...
Forum: Development::Bug Reports 10-15-2012, 03:51 AM
Replies: 3
Views: 7,396
Posted By Kayen
Slow and Haste are the same spell effect. ...

Slow and Haste are the same spell effect.

Just consider 'U' immune to attack speed changes.

Two ways to get around this.

1) Set your slow mitigation on the NPC to like 99%.

2) Via script...
Forum: Support::Windows Servers 09-23-2012, 07:45 AM
Replies: 7
Views: 7,834
Posted By Kayen
Found the issue. Was basically just a syntax...

Found the issue.

Was basically just a syntax issue missing a break statement in the bonus code, causing crippling blow bonus to get a value even if you had no crippling blow bonus. Committing the...
Forum: Support::Windows Servers 09-21-2012, 08:54 AM
Replies: 7
Views: 7,834
Posted By Kayen
There are actually no AA that use...

There are actually no AA that use SE_CrippBlowChance in the dbase.

I would check your aa_effects table, see if there are any entries that use effectid 171.

Otherwise the only way your players...
Forum: Support::Windows Servers 09-21-2012, 01:33 AM
Replies: 7
Views: 7,834
Posted By Kayen
I fixed up this code not to long ago when...

I fixed up this code not to long ago when revising critical hit function so I will explain how it works.

- Under 30% for warriors and berserker critical hits are automatically converted to...
Forum: Support::General Support 09-19-2012, 02:22 AM
Replies: 3
Views: 6,699
Posted By Kayen
Whatever spell file your server is using should...

Whatever spell file your server is using should be the same as the one you have in your client folder.
Forum: Support::General Support 09-17-2012, 06:28 PM
Replies: 3
Views: 6,699
Posted By Kayen
Your server side and client side spell files are...

Your server side and client side spell files are not the same, that is likely your problem as described.
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