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nilbog 12-01-2012 03:26 PM

Quote:

Originally Posted by Splorf22 (Post 778434)
Yeah I started writing my post before you finished yours. Looks like the ball is in your court Loly! :D

P.S. One last question Nilbog: what happened to the raid changes thread? Rogean talked a lot but nothing has happened yet.

I gave my initial suggestions months ago prior to that thread existing. They were then echoed there. As far as I'm concerned, it has my blessing of green light for a test phase. If it doesn't work well, then we can try something else. Need to ask Rogean.

Splorf22 12-01-2012 03:42 PM

Alright.

I guess since I play an Iksar Warrior I want Velious ASAP so I stop sucking!

Alarti0001 12-01-2012 03:51 PM

Quote:

Originally Posted by nilbog (Post 778416)
What I'm getting at is.. knowing what it takes to complete an expansion, that wasn't a compliment from Alarti.

:P



You can't just sit down and start 'coding' a recreation of something. You have to research it. That being said, there's .path files, quest scripts, HP totals, and a myriad of aspects that any of you could do.



Than.... me? Or what do you mean?

Psssh it was a compliment for Loly he does his own things.

Your post later on in this thread is stuff we need. We know you operate on very limited time so its much more productive to crowdsource some of the research tasks to the community so that experienced coders can implement changes and test them. There are plenty of CS and MIS majors here. Use your resources available to you.

Alarti0001 12-01-2012 03:51 PM

Quote:

Originally Posted by nilbog (Post 778427)
I welcome help.

What would help a lot:

HP totals of some zones: Load up eqlive, turn on logs. Slaughter every npc in westwastes, tov, pog, necropolis. Slaughter the zone several times to get the most accurate information. (There is not a showeq spawnlog for Velious of which I'm aware.) Submit the logs.

Quests: This thread has been up a while. http://www.project1999.org/forums/sh...ad.php?t=76729

.path files: Load a local server. Create .path files for the Velious zones. Test them extensively to make sure there are no sploits. Some are made; some are not. These take time but most of all testing.

As far as actual coding.. I don't even consider sql coding.

For the C++ projects: Fabricate a system for Traps.

Research and agree upon the true method for flowing thought stacking rules in Velious. Fabricate a system for it.

Lots more to consider, but those are outsourceable jobs.


Can we get a separate thread created with this that isn't in RnF so we can contribute more.

Splorf22 12-01-2012 04:24 PM

There is a thread in the main forum already with no responses.

Alarti0001 12-01-2012 05:01 PM

Quote:

Originally Posted by Splorf22 (Post 778468)
There is a thread in the main forum already with no responses.

Not like this there isnt.

Happyfeet 12-01-2012 05:15 PM

1 Attachment(s)
Quote:

Originally Posted by Ephirith (Post 777594)
Quick batphone the TMO legal team let's get this thread to 12 pages.


Loly Taa 12-01-2012 06:24 PM

Quote:

Originally Posted by nilbog (Post 778427)
Research and agree upon the true method for flowing thought stacking rules in Velious. Fabricate a system for it.

Here's the research on FT stacking;

Initially, if you had two FT1 items they would not stack, but an FT1 and an FT3 would.
This was changed in this patch; http://www.tski.co.jp/baldio/patch/20020108.html

http://eqclerics.nukefromorbitgames....90537&langid=1
Is a thread talking about the change after it was changed and referencing what was changed.

In total, the cap on FT was always 15- though I doubt you could reach that in Velious with the way the stacking worked.

I can't think off the top of my head what to change in the spell file but I can say that simply not letting any of the FTs stack with themselves would be a complete fix.


Now, as to the "traps" are you specifically referring to the traps in Dragon Necropolis and such? As far as I remember those were just scripted invisible mobs that checked proximity around them. If that's the case, should be easy enough with the perl quest scripting system?

nilbog 12-01-2012 06:43 PM

Quote:

Originally Posted by Loly Taa (Post 778510)
Now, as to the "traps" are you specifically referring to the traps in Dragon Necropolis and such? As far as I remember those were just scripted invisible mobs that checked proximity around them. If that's the case, should be easy enough with the perl quest scripting system?

Quote:

Sense and Disarm Traps

In addition to rogues, bards, who always had the ability to disarm traps, have gained the ability to sense them as well. Since we are aware that some may have not bothered training sense or disarm traps due to them formerly being unimplemented, bards and rogues will have the ability to gain skill without training once they have reached the appropriate level and have crossed a zone boundary.

These skills now have use within Velious. There are traps, and they range from annoying to deadly throughout Velious. They are invisible and can only be detected and disarmed by rogues and bard.

Use “Sense Traps” to see if there are any traps in the vicinity. If so, you can then use “Disarm traps” to try and disarm the trap. Once disarmed, the trap will remain inactive for a short period of time (about a minute) while your group passes through the area.

If there are multiple traps within range, your attempt to disarm will be
directed towards the closest one.

Shinko 12-01-2012 07:18 PM

hey nilbog i goggled perl can i help with vel also?


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