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  #1  
Old 10-08-2006, 01:13 PM
Smeeg
Sarnak
 
Join Date: Apr 2006
Posts: 35
Default Major PvP Bug

Ok, I have done extensive testing on this topic I am about to discuss, and I am hoping to find a fix.

The Bug:
I set the servertype = 1 (pvp on) Thus, the server should have full PvP capabilities. However, this condition(servertype=1), does not properly tag all players as fully pvp enabled.

What happens is, the server allows players to use only spells and auto attack agaist other players. However, the server does not allow players to use combat skills against each other. These combat skills I'm refering include: kick, bash, slam, backstab, flying kick, etc.

More Information:
Exception 1: If a gm character does "#pvp on" to a player, the server will then flag the player to be fully pvp enabled, and thus allowing the player to use these combat skills on other players.

Exception 2: If 2 players /duel each other, then the server will flag each other as fully pvp enabled to use combat skills on each other.

Recap:
When setting the servertype=1, the server only allows players to use spells and auto attack on each other, however players cannot use combat skills against each other. The only thing that allows players to use the combat skills on each other is using the /duel option or having a gm #pvp on the 2 players.

Proposed Fix:
As mentioned above, I feel that servertype=1, does not fully tag the players on the server as pvp. It only allows them to cast spells and autoattack other players. Also mentioned above, #pvp on and /duel grant full pvp abilities, thus flags the players as true pvp status.

I think the best way to fix this problem would be to have some script that either A) gives all players on the server the status of dueling
B) gives all the players on the server the status of haveing a gm #pvp on the players


I have a limited knowledge base on actual coding, I do know how to compile and make minor adjustments to the code. I was hoping someone could use this data that I have researched and produce a snippet of code I could add into my servers code to fix this problem.

Thank you

P.S. I have made a similar post like this in another forum, but due to the low response/read rates, I feel that the topic is more applicable in this forum.
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  #2  
Old 10-11-2006, 03:57 PM
Smeeg
Sarnak
 
Join Date: Apr 2006
Posts: 35
Default

Ok, guys im desperate. Can anyone at least confirm this problem ?
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  #3  
Old 12-15-2007, 02:51 AM
ven-elexver
Banned
 
Join Date: Dec 2007
Posts: 64
Default

dont know i thinking of trying to make my new server pvp but i cant find a post of how to do this if you have a link ill try to set it up and let you know how my peq db does thanks
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  #4  
Old 01-01-2008, 01:48 AM
ven-elexver
Banned
 
Join Date: Dec 2007
Posts: 64
Default

ok my server is up i need to get some peeps on it to try and test this i will get back to ya
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  #5  
Old 01-02-2008, 03:23 AM
TheLieka
Developer
 
Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
Default

This was an old post, and I believe this bug was fixed a while back. It "magically" started working on our server after one of our remerges with the official source, though I don't remember seeing any notes in the changelog.

Dax
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Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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