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Search: Posts Made By: killspree
Forum: Archive::Development 08-15-2004, 03:50 PM
Replies: 8
Views: 30,182
Posted By killspree
Instance table - ideas and looking for suggestions.

So I'm going to take a stab at instancing, and was thinking about storing the info for each instance in a table. I have some ideas for what to add, but I was wondering if anyone had suggestions on...
Forum: Development::Database/World Building 08-15-2004, 12:01 PM
Replies: 15
Views: 18,389
Posted By killspree
Agreed.

Agreed.
Forum: Archive::Quests 08-15-2004, 11:38 AM
Replies: 15
Views: 21,907
Posted By killspree
Something else I'll mention is that this code...

Something else I'll mention is that this code allows for dynamic content, that can change on the fly, by simply repopping the zone. Lets say you want to set up a zone where there's a human settlement...
Forum: Archive::Quests 08-15-2004, 11:24 AM
Replies: 15
Views: 21,907
Posted By killspree
Ok, here are the changes needed to get this...

Ok, here are the changes needed to get this working. Firstly the code changes.

In zone.cpp ~line 1037 you'll find bool Database::PopulateZoneSpawnList(const char* zone_name, LinkedList<Spawn2*>...
Forum: Archive::Quests 08-15-2004, 10:52 AM
Replies: 15
Views: 21,907
Posted By killspree
Hmm...after some testing, the variables in your...

Hmm...after some testing, the variables in your script don't work properly. I get no response after the initial run through the quest. Once the qglobals are set he doesn't respond at all - including...
Forum: Archive::Quests 08-15-2004, 10:25 AM
Replies: 15
Views: 21,907
Posted By killspree
Actually, nevermind that. I'll just add a new...

Actually, nevermind that. I'll just add a new function to update the adventure level in the zone table. It's temporary while I work on instancing - eventually it'll pull it from a new table that...
Forum: Archive::Quests 08-15-2004, 09:35 AM
Replies: 15
Views: 21,907
Posted By killspree
Ok, it's been so long since I wrote the code that...

Ok, it's been so long since I wrote the code that I'm mistaken on where it goes...it's not in loadspawn2. Anyways, the idea is that it will simply check the same qglobal that the quest script checks...
Forum: Archive::Quests 08-15-2004, 08:58 AM
Replies: 15
Views: 21,907
Posted By killspree
Right, so this is a simple addition to the...

Right, so this is a simple addition to the loadspawn2 function in zone.cpp. I got bored with what I was doing, so I'm working on it now. It'll load up a certain set of spawns based on the qglobal of...
Forum: Archive::Quests 08-15-2004, 08:08 AM
Replies: 15
Views: 21,907
Posted By killspree
I had code for an adventure system as well if you...

I had code for an adventure system as well if you want that when I recode it. It was set up so that a number of level ranges could spawn within a zone based on the flag level of the person entering...
Forum: Archive::Tools 08-14-2004, 03:36 PM
Replies: 13
Views: 14,121
Posted By killspree
Wow, very nice!

Wow, very nice!
Forum: Archive::Quests 08-14-2004, 05:27 AM
Replies: 24
Views: 20,153
Posted By killspree
Yeah, I have other ideas of ways to implement it...

Yeah, I have other ideas of ways to implement it that would be better for me...but that's because I have set zones I plan to limit access to based on flags. This way is probably better for your...
Forum: Archive::Quests 08-14-2004, 05:21 AM
Replies: 24
Views: 20,153
Posted By killspree
Here's how I had it set up, brief example to give...

Here's how I had it set up, brief example to give you an idea:

Firstly I had a new table that stored flags for various zones. If a zone required special flags for entry, it was in this table. It...
Forum: Archive::Tools 08-13-2004, 02:57 PM
Replies: 4
Views: 10,050
Posted By killspree
They're scattered around in various...

They're scattered around in various 3letter_chr.s3d files heh...
Forum: Archive::Quests 08-13-2004, 07:55 AM
Replies: 9
Views: 10,806
Posted By killspree
Yeah you have to have a level value within...

Yeah you have to have a level value within quest::scribespells()
Forum: Archive::Bugs 08-13-2004, 04:49 AM
Replies: 12
Views: 12,132
Posted By killspree
Actually, the PoN hedgemaze quest isn't really...

Actually, the PoN hedgemaze quest isn't really instancing. They just created multiple mazes above the zone area which look exactly the same. There was a limit of I believe 2 or 3 max raids that could...
Forum: Archive::Quests 08-13-2004, 04:02 AM
Replies: 24
Views: 20,153
Posted By killspree
You'd have to do additional coding other than...

You'd have to do additional coding other than just adding a perl function. I had flagging coded for Evertorn before I lost the source when I had to reformat. I'll rewrite it eventually and share it...
Forum: Development::Development 08-12-2004, 11:36 AM
Replies: 14
Views: 13,118
Posted By killspree
Works great so far with the testing I've done....

Works great so far with the testing I've done. Very nice work!
Forum: Development::Development 08-12-2004, 08:49 AM
Replies: 14
Views: 13,118
Posted By killspree
That I know of, the skill gains formula is based...

That I know of, the skill gains formula is based on researching various eqlive info sources, so it's probably about as correct as it can get currently. I'll add this to my code and do some testing...
Forum: Archive::Quests 08-12-2004, 12:39 AM
Replies: 10
Views: 10,531
Posted By killspree
doanim() numbers: 1 - Kick 2 - Piercing ...

doanim() numbers:

1 - Kick
2 - Piercing
3 - 2h slash
4 - 2h blunt/piercing
5 - Throw
6 - Offhand attack
7 - Bash/Dragon Punch
8 - Mainhand slash
Forum: Archive::General Discussion 08-11-2004, 02:40 PM
Replies: 7
Views: 4,832
Posted By killspree
You don't really need to know any programming to...

You don't really need to know any programming to host a server as long as you use pre-compiled binaries. The quality of the server(s) is dependant on how large of a playerbase you want to attract....
Forum: Archive::General Discussion 08-11-2004, 02:26 PM
Replies: 10
Views: 7,596
Posted By killspree
Wow

Wow
Forum: Development::Tools 08-11-2004, 02:11 PM
Replies: 13
Views: 19,781
Posted By killspree
Mongrel: Spell Editor request

I'm not sure if you're still working on the spell editor, but if you are, I have a few requests if they're possible. Is there any chance you could set up the editor so it pulls the "New Spell...
Forum: Archive::Tools 08-10-2004, 08:56 AM
Replies: 61
Views: 104,627
Posted By killspree
Agreed. That's the first thing I thought when I...

Agreed. That's the first thing I thought when I noticed it.
Forum: Archive::Tools 08-10-2004, 07:31 AM
Replies: 61
Views: 104,627
Posted By killspree
I guess I should be a bit more clear - but yeah,...

I guess I should be a bit more clear - but yeah, don't patch. This is only for the beta atm, and it's only the OOW zones. Some of them are quite large though, it's pretty odd. One of the files is...
Forum: Archive::Tools 08-10-2004, 07:23 AM
Replies: 61
Views: 104,627
Posted By killspree
Hmm, the OOW expansion appears to be ushering in...

Hmm, the OOW expansion appears to be ushering in a new file type for EQ, looks like all of the zone files are compressed into a single file now, .eqg.
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