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#1
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sounds to me like haynar is already working on pvp fixes that vz/tz hasn't fixed in its 2+ years of existence......
I'll gladly test it on a rogean pvp server...... along with hundreds more who would too.... I'm just sayin..... | ||
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#2
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#3
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#4
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The place I am working has to do with combat damage. OP_Damage=0x5c78 Code:
struct CombatDamage_Struct
{
/* 00 */ int16 target;
/* 02 */ int16 source;
/* 04 */ int8 type; //slashing, etc. 231 (0xE7) for spells
/* 05 */ int16 spellid;
/* 07 */ int32 damage;
/* 11 */ int32 unknown11;
/* 15 */ int32 sequence;
/* 19 */ int32 unknown19;
/* 23 */
};
The cool place to play with on live, is in the water like in kedge keep. Because every hit contains the parts that cause push. On land, it is random when the push packet part is sent. But the magnitudes are same as in the water. But it will send the push, even on misses. But on a miss, when the code is sent, it does not cause push. Because the push is only 0.1 distance about, the client does not send updates until it has moved you a distance of 1 or somewhere there about. So you can do your own /loc after each hit, to see it move you. Thats what I hope to get time to mess with in next few days. I will have one of the fishies in kedge push me in a circle. I think it is heading embedded in there. I tried nulling x movement and pushing +/- y directions, then vice versa, and the bit structures did not indicate it was sending x and y values. One attempt failed, but still working on it. If you use hex-rays to make pseudocode, you can find Code:
int8 type; //slashing, etc. 231 (0xE7) for spells Haynar | |||
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#5
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#6
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Did any type of fling effect ever get corrected on EQEMU? I tend to recall Grieg Veneficus, and Cazic-Thule always throwing people north. PlayerPosCode has always been padded, and there is data after the x/y/z values -- goofing off with them before I was a GM on ProjectEQ, (keeping length at 22 total) moved me all over the place. | |||
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#7
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Its actually the opposite, I have never pvped on an emulator. My only exposure to Everquest was on Rallos Zek back during classic through Vel. I didn't know Eq Emu was different as far as resists, thought you were just throwing out changes you thought should happen. If the changes you were implying are just getting it back to where classic was then yeah, I agree with ya for sure.
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#8
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__________________
Dr. Oxoo Xoxx - Necromancer Extraordinaire
Lady Naelvenia <Thunderdome> - Enchanter Deluxe | |||
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#9
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I agree that Snare should be somewhat inneffective over 100 or so MR, and that can be easily changed... Interupts and Pushback can be coded in as well.
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#10
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People really seem to want a change there because of imbalance or whatever. This was the exact reason why EQ PvP owned. The jousting was insanely fun, you really had to have pumice prepared to save yourself, or actually get effective spells off on other people. It was a huge system really. And every class was good. Rogues pick up momentum with double BS at 55, and discplines sort of level out some things. I remember Mythd (Enc) and a lot of other casters who were monsters to deal with. Snares are just flat out devastating in this game in PvP. It should be resisted frequently. | |||
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Last edited by Buhbuh; 08-06-2010 at 09:47 PM..
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