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  #1  
Old 06-29-2008, 02:56 PM
Pinedepain
Fire Beetle
 
Join Date: Nov 2004
Posts: 13
Default Instrument modifier and runspeed

Hello everyone, I'd be glad if someone can help me with the following problem.

Client side speaking, even if a bard play a percussion song while holding a percussion instrument, there will be nothing that shows that the modifier has been applied.

For exemple, I run at the same speed with or without a drum while I'm singing Selo's.

I've searched in the server sources and I haven't found anything that could let the client know that he has a modifier.

My question is : Is it handled client side or do I need to send something to the client to set the correct runspeed for exemple? If yes, what should I send? If no, is my client broken?

I thank by advance everyone who'll try to help me!
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  #2  
Old 06-29-2008, 06:14 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

In an effort to emulate the live experience, Bards are coded to be broken intentionally.



j/k
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  #3  
Old 06-29-2008, 06:56 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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The modifier should be sent with the buff packet, it's normally 10 but for songs it's the modifier. The effect of the spell is then effect = (effect * modifier / 10).
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  #4  
Old 06-30-2008, 03:58 AM
Pinedepain
Fire Beetle
 
Join Date: Nov 2004
Posts: 13
Default

Thanks alot KSL, it's working well .
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  #5  
Old 06-16-2011, 05:20 AM
AudioGarden21
Sarnak
 
Join Date: Aug 2004
Posts: 80
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I know this is an old post, but my issue is the same.

Since I'm a novice at this, I'm still unsure what was done to remedy whatever causes the drum modifier to not apply.

I created two drums, one with a 50 mod, and one with a 100 mod, to see if either had any effect on movement speed. Since both are quite high values, the effect should have been obvious the moment it kicked in, if ever.

No drum I use seems to bear any effect on my server, in regards to movement speed, with or without AAs. I tested the effect with DoTs on a target dummy I created, and that worked as expected.

I would deeply appreciate any assistance in the matter, since Bards are my favorite class, and I'd hate to leave something as fundamental as their movement speed enhancements to continue being broken.
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  #6  
Old 06-16-2011, 08:39 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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If you are using the Underfoot client, then that is where your problem is. The UF client has a known bug currently that causes issues with bard runspeed mods and it hasn't been resolved yet. I don't think anyone know just what is causing it yet, so until we do, it will probably remain broken.
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  #7  
Old 06-16-2011, 05:27 PM
AudioGarden21
Sarnak
 
Join Date: Aug 2004
Posts: 80
Default

I don't have Underfoot installed atm. I used Titanium for years, but switched to SoD a few months ago and have been using it ever since. I enjoy the fact that cash is weightless >.<.

So if it's not my client, what could it be?

I will test my Titanium client against it to see if that makes a difference.

And thank you for your reply Trevius. It is much appreciated.

EDIT

Well I just confirmed that it has no effect on my Titanium client (the drum modifier). As a matter of fact, using Selo's is even worse than Fleet of Foot and Run Speed 5, though just slightly.

EDIT 2

I just tested it on another fresh database that I had set up for some testing purposes and it works there, so clearly it's not an issue with my server, or the client, but the database.

The database that has the broken mod is an older database (Rev1589) that I have some custom NPCs and some zone spawn point edits that I wanted to remain intact, so I just applied the updates provided through SVN to get the server up and running. Before the updates I was able to log into the character select screen but the zone server would crash when I tried to log into the game. After the updates, everything went off without a hitch, that I could tell, with the exception of this movement speed mod.

EDIT 3

Well.. I created another pair of drums, 50 and 100 mods, and they both seem to have no effect on movement speed on the test database. I'm aware of the rollback on movement speed that was implemented years ago to help combat speed hacks. I wonder if that has something to do with it, because a drum called "Drum of Ethereal Thunder" with a 38 mod seems to be working. It seems to me that any mod over 38 (I'm guessing the highest mod since I can't recall any that are higher than 3 causes an overflow of some sort, returning to normal speed. I tested the difference in movement speed between a 24 and a 38 mod and there seemed to be no difference. This would confirm Thott's testing on the drum mod's effect on movement speed being capped at 24.

I shall try the 24 and 38 mod on my primary database.

EDIT 4

Alright. I have confirmed that it's an issue with overflow because it works with a 24 and 38 mod (though obviously still capped at 24) on my main database. I didn't think it could have been the database, but ya never know unless you thoroughly test something.

Anyway... Is anyone aware of any ideas on how to increase the cap? I would like Bards to run much faster than they are currently. Thanks in advance. =P
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  #8  
Old 07-02-2011, 08:33 AM
Siyan
Fire Beetle
 
Join Date: Jun 2011
Posts: 1
Default

I'm going to piggy-back off this thread with a problem of my own.

Recently on the server I have been playing on, my bard speed broke due to AA's in Instrument Mastery. With my 2.0, Ayonae's Tutelage and Echo of Taelosia, my speed was perfect - but after more than one point into Instrument Mastery, everything broke and I now move around at SoW speed.

I realize posts like this have been made in one form or another for a while now and I certainly don't wish to add to that burden, but is this problem in any way fixable? It's a large part of the experience to playing a bard, and one of the many reasons why so many of us have fallen in love with the class.
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