Go Back   EQEmulator Home > EQEmulator Forums > Support > Spell Support

Spell Support Broken Spells? Want them Fixed? Request it here.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-31-2018, 12:55 AM
jaspen
Hill Giant
 
Join Date: Apr 2016
Posts: 107
Default Animate Dead appears to be broken. Max 10 damage pet.

Just got back after being gone two years and built a new VM from scratch. I did the windows_server_latest update a couple of days ago.

I hit level 20 this evening on my necro and got the Animate Dead spell. The new pet is bugged. It is only hitting for 10 damage max when it should be doing 26 and it is kicking for 14, which I don't know what the max for kicks are. I have tried different zones and low level mobs. I even put weapons in its hands for the heck of it.

Willing to do any tests needed. Can anyone verify?

EDIT: I am using the RoF2 client if that matters.
Reply With Quote
  #2  
Old 01-31-2018, 08:50 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

yep its definitely screwed up.
Looking at DB I see that lev 16 pet has max dmg of 20, where lev 19 is 11.
Reply With Quote
  #3  
Old 01-31-2018, 10:58 AM
jaspen
Hill Giant
 
Join Date: Apr 2016
Posts: 107
Default

Could someone give me an idea where in the database to modify this myself? I looked under spells_new and didn't see anything obvious.

EDIT: I found it in npc_types. My next question is how do we verify things like dual wielding, double attack, etc. are accurate and how do you modify those?
Reply With Quote
  #4  
Old 01-31-2018, 11:13 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

for npc/pets they are usually level based and codded into the server
or you can force them on with a special flag
Reply With Quote
  #5  
Old 01-31-2018, 12:02 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

My notes say 22, likely just mistyped.
Reply With Quote
  #6  
Old 02-04-2018, 02:41 AM
kokey98
Hill Giant
 
Join Date: Dec 2012
Location: terra firma
Posts: 131
Default

Quote:
Originally Posted by jaspen View Post
Could someone give me an idea where in the database to modify this myself? I looked under spells_new and didn't see anything obvious.

EDIT: I found it in npc_types. My next question is how do we verify things like dual wielding, double attack, etc. are accurate and how do you modify those?
should be a field in same table you found the pet entry with min/max damage and hp etc -- true/false 1/0 etc.

if not, it's a similarly named table - the ones with a union of key-fields.

if you get around to installing peqeditor (on peq's forums), it organizes this sort of thing in a more easily read format. e.g. checkboxes for things like douple attack etc.

it's a bit more to get it installed than a server setup, but if carefully follow instructions, you should be able to get it going.

EoC may be another option too.. that's huge and requires vmware and not my cup of tea, but each to their own. for heavy lifting it's probably the best tool. small stuff just look in dB or load up peqeditor.
Reply With Quote
  #7  
Old 02-06-2018, 06:00 PM
Maze_EQ
Demi-God
 
Join Date: Mar 2012
Posts: 1,103
Default

NPCs will inherit class abilities native of the respective class.

*Dual Wield is the chance to attack with the offhand.
*Npcs do not need Dual Wield the be able to actually use 2 1h weapons, they just don't swing the offhand if their class isn't set to use the ability.
*Double attack is a chance to perform 2 attacks in the same roll.

You could modify your SkillCaps and such to make custom class skills.

Also, since when does EoC require VmWare? Are you positive you know what VmWare is?

EoC connects to a database, using a supplied account name and an open SQL port which does not need to be 3306.

/confused
__________________
"No, thanks, man. I don't want you fucking up my life, too."

Skype:
Comerian1
Reply With Quote
  #8  
Old 02-06-2018, 10:12 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

There is (or at least was) a virtual appliance that was distributed for EoC. That's likely what he's referencing.
__________________
Ender - Lead GM/Developer
Vegarlson Asylum Server - http://www.vegarlson-server.org/
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:52 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3