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  #281  
Old 12-01-2012, 03:26 PM
nilbog nilbog is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Yeah I started writing my post before you finished yours. Looks like the ball is in your court Loly! [You must be logged in to view images. Log in or Register.]

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.
  #282  
Old 12-01-2012, 03:42 PM
Splorf22 Splorf22 is offline
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Alright.

I guess since I play an Iksar Warrior I want Velious ASAP so I stop sucking!
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in words of anal fingers, just a filthy spaniard
  #283  
Old 12-01-2012, 03:51 PM
Alarti0001 Alarti0001 is offline
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
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.
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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #284  
Old 12-01-2012, 03:51 PM
Alarti0001 Alarti0001 is offline
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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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in words of anal fingers, just a filthy spaniard
  #286  
Old 12-01-2012, 05:01 PM
Alarti0001 Alarti0001 is offline
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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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It's pretty clear he's become one of the people he described as No-life Nerds and Server Bullies.
  #287  
Old 12-01-2012, 05:15 PM
Happyfeet Happyfeet is offline
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Originally Posted by Ephirith [You must be logged in to view images. Log in or Register.]
Quick batphone the TMO legal team let's get this thread to 12 pages.
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  #288  
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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  #289  
Old 12-01-2012, 06:43 PM
nilbog nilbog is offline
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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.
  #290  
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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