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Support::Windows Servers Support forum for Windows EQEMu users. |

05-25-2009, 11:46 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Yeah, there is no easy way to increase the max stats other than to rely on AAs. You should be able to easily adjust max stats for players that have the Planar Power AAs by editing the AA tables. Right now, it is set to give 5 to each stat per point you train in it, but you could set it to do 10 per train point or whatever you wanted.
The client enforces it's stats in most cases, so either you need to trick it from the server or you need to do work arounds with spells and such like you were doing. It is a limitation of the client. I am sure there are ways to trick the client to increase them in any way you want, but it wouldn't be pretty and it would require you to do some custom changes to the source code if you wanted it to be automatic.
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05-26-2009, 12:04 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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would be nice if Devs could figure out some custom (rule activated) code which would force client to allow higher (custom) default caps. Like cap of 1k before AAs, and then AAs could increse it another 1k =)
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05-26-2009, 03:11 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The only way I know of to increase caps is through sending AA info or buffing with a spell. The only way we could have a custom way for them to be increased would probably be to send the client a fake AA saying that it gets stat increases. Since AA stuff can be done directly from the database, there isn't really a reason to code anything special for it. You can make a custom AA for stats in the DB and then just make it free for anyone to purchase at any level if you want to have higher stats. I haven't tried that, but it should work just fine.
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05-26-2009, 09:16 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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Trev- speaking of AAs
from what I know, 2 things can be done wihout any side effects:
-you can change cost of AA
-you can change required min level
however I have tried giving one of AA more ranks (something simple like +innate STR) - and it screwed my char =)
but you saying I can alter effect per AA Rank (I cannot give Innate STR more ranks, but I can give more STR per rank?)
Also, have you figured out anyway how to award AAs via quest wihout gving player AAXp but just giving him pure X number of AAs?
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05-26-2009, 05:07 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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No, I am not aware of any way to give a direct amount of AAs via a quest, but a quest command could probably be created by using the #setaapoints code at some point to allow that. It wouldn't be a bad thing to have, I just don't have time to do it for quite a while to come.
And, yes, you are correct. You cannot give more ranks to any AAs, as the number of ranks are kind of defined in the client files. I think Live has a way around this and we will probably need to code that work-around to get the new ranks working for SoF AAs to handle them properly. But, for the time being, your best bet is to alter how much STR or whatever you get from each rank. You should be able to set that to anything you want. As far as I know, it works fine.
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05-26-2009, 05:40 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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So there is even a gm command to set AAs?
its strange that quest wasn't implemented at the same time the command was - it would come realy useful.
for exmaple on my server I want to disable all AAXP so they imposible to farm, and only give AAs to players as quest rewards
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05-26-2009, 06:06 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I don't know if it is even possible to disable AA experience, since that is something the client can set. The only way I could think of to do it would be to write custom code that stops them from being able to set the Exp ratio settings on the AA window. That might be possible, but I am not sure of the exact details on how to do it.
If you do a "#help AA", it will list all of the # commands that are AA related. You can definitely set them in game. Probably the reason that quest commands weren't added at the same time the command was is because that doubles the amount of work to add new commands and most people just don't bother to take the extra time to do that. I recently added new feature commands to allow people to change any appearance feature that they want, but I did not implement quest commands for it yet. I will probably try to get quest commands in for them in the future at some point, but just didn't have the time to do it yet.
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