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  #1  
Old 01-29-2008, 08:38 PM
ChaosSlayer
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I have thgout of more interesting thigns that coudl be implemented and decided to keep everything in same thread.


IDEA #2:

I see that Graveyards just have been implemented. From what I uderstand, the GY is where your corpse pop out after time expires in zones like PoP.

Why don't we use this as foundation and implement a GY as players local respawn point after death?

If you have played EQ2 - when you die, you don't respawn all way in Qeynos - you respawn at one of the safe spots in the same zone. This would be a nice feature to have in Emu! When killed, a player will respawn in GY of the zone instead god knows where. The bind can then only serve as travel home device.


IDEA #3:

Factions and illusions. I noticed how primary faction are set up. Is it posible to add more races to the primary factions list? It should simply be a few extra collumns, but if doen so - this will allow for great number of faction altering illusions and forms in game!

IDEA #4: skill points . How about creating a variable/rule which determines how many skill points a person gains per level up?

IDEA #5: a rule to make AAs avalable at other lev than 50? Like lev 10? Also, turnign AAxp gain OFF and instead giving a player 1 AA per level automaticly?

IDEA #6: rules to set HP gained from STA, mana from INT/WIS, total ac from raw ac modifier for each class separatly? As well as a rule to set if specific class gains mana from INT or WIS? As well as rule sets for modifiers for all other stats to things like dodge, mitigation etc.

thanks =)
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  #2  
Old 01-29-2008, 09:20 PM
KLS
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The last two there are kinda prohibited by the client sadly. You could give an AA point per level and I think they might(definite maybe I dunno I've never tried!) be able to spend them but switching AAexp is not allowed below 51.

And the client calculates it's hp and mana without any input from the server; we can only try our best to match the hp and mana server side so they sync.

A lot of these wouldn't be that hard and would probably make good custom content for people who wanted them. I'm still spending most my time trying to implement features on the server that we're missing from live though... but like I said many of these wouldn't be too hard if you wanted to try to take a crack at them.
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  #3  
Old 01-29-2008, 09:39 PM
ChaosSlayer
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Thank you for taking a look =)
Wanting to take a crack at it and been able to - is 2 diffirent issues =)
I am afraid my C++ not as good as yours =(

But oh well, if you guys decide to do some custom features - keep my sugestions in mind

Oh one more thing- don't treat the "Life" as Bible - the "life" had its shortcomings since day one. IMHO - you have the opportunity here to do BETTER than "life" - and you should use it to the full extent =)

Last edited by ChaosSlayer; 01-30-2008 at 05:42 AM..
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  #4  
Old 02-04-2008, 07:09 AM
AiliaMorisato
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KLS, found a packet we can use to override any stat caps and client calculated functions such as max hp/mana/ max stats/max ressits/ac/ atk.

Currently doing pretty much half of his list on the edge server.
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  #5  
Old 02-04-2008, 10:12 AM
ChaosSlayer
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AiliaMorisato - what you saying is very good to hear!
I hate stat caps with a passion (or anythgin hard coded for that matter) since they hinder my ablity to make customizations.
I hope that official Emu builds will eventualy be coded to allow rules to be enabled to kill all sort of caps and hard coded calculations once and for all
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  #6  
Old 02-07-2008, 05:19 PM
AiliaMorisato
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Hehe, dont count on it anytime soon in the official builds, but if your interested in coding it into your current bianaries im willing to help ^^
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  #7  
Old 02-08-2008, 12:43 PM
KLS
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Hm that's interesting, (and sorry I haven't been able to be around much!). And yeah I'm not sure how much of this could be applicable to the official source but it might be nice to get it out there so people who run custom servers would know how to do it. =)
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