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  #1  
Old 01-19-2004, 11:54 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default AC : armor class

could you add in the table npc_types an AC parameter plz ?
( and implement it in the code =)
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  #2  
Old 01-20-2004, 12:44 AM
Muuss
Dragon
 
Join Date: May 2003
Posts: 539
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That has nothing to see with eqlive and the actual developpements but something fun would be to implement a body_texture to the mob, like "bones", "ghost", "flesh"... and make weapons change of effectivity in function of that texture, like blunt weapons being more effective against bones than ghost
piercing totally useless against bones but very good against flesh, slashing good against ghost, average against the other ones... etc
hand2hand good against everything or almost...
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  #3  
Old 01-20-2004, 08:11 AM
kathgar
Discordant
 
Join Date: May 2002
Posts: 434
Default

We don't do any AC calculation -at all- for the moment...
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  #4  
Old 01-24-2004, 08:50 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default

I know, but you should do it because in EQLive, monsters have AC, you can see it while you do melee dmg to some monsters and you do 50 dmg max and other monsters same lvl and you do your normal max dmg like 110
all people say it's because they have a lot of AC, so why not in EqEmu ? )
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  #5  
Old 01-24-2004, 08:52 PM
mattmeck
Guest
 
Posts: n/a
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Because in EQEmu not even the players have AC yet, it just hasbt been figured out / coded yet.
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  #6  
Old 01-24-2004, 09:04 PM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default

so it's planned ?
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  #7  
Old 01-24-2004, 09:05 PM
mattmeck
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Posts: n/a
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eventualy I am sure it will get done, its just not an issue of coding it its figuring out all the equasions that go into it.
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