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Old 12-01-2012, 02:06 PM
Hasbinlulz Hasbinlulz is offline
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me an my shadow army
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Old 12-01-2012, 02:51 PM
Crazyeye Crazyeye is offline
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Than any of his other hobbies i should have clarified. More than you ? Maybe, maybe not.

Perhaps greatness could come sooner rather than later by combining similar interests and passion for the betterment of the server.
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  #3  
Old 12-01-2012, 03:05 PM
nilbog nilbog is offline
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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.
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Old 12-01-2012, 03:51 PM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
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.
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Old 12-01-2012, 04:24 PM
Splorf22 Splorf22 is offline
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There is a thread in the main forum already with no responses.
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Old 12-01-2012, 05:01 PM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
There is a thread in the main forum already with no responses.
Not like this there isnt.
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  #7  
Old 12-01-2012, 06:24 PM
Loly Taa Loly Taa is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
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?
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  #8  
Old 12-01-2012, 06:43 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Loly Taa [You must be logged in to view images. Log in or Register.]
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.
  #9  
Old 12-01-2012, 07:18 PM
Shinko Shinko is offline
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hey nilbog i goggled perl can i help with vel also?
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  #10  
Old 12-01-2012, 07:57 PM
knix knix is offline
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Quote:
Originally Posted by Shinko [You must be logged in to view images. Log in or Register.]
hey nilbog i goggled perl can i help with vel also?
[You must be logged in to view images. Log in or Register.]

Maybe you need spelling skills too, but at one time you displayed your mad google skillz too.



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