Bug Questions

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LethalEncounter
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Bug Questions

Post by LethalEncounter » Sat Jun 20, 2009 5:04 pm

Hey John, bug #64:

"Items without a value assigned cannot be purchased from a merchant - so no freebies!"

Does that mean you cannot currently buy items for free, or you can and you don't want the emu to allow it? if you mean the latter, I think this is necessary for certain servers that want to give away items (like the merchants in cshome in EQ1).

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Re: Bug Questions

Post by LethalEncounter » Sat Jun 20, 2009 5:09 pm

Bug #65:
"focused strike monk art does not turn on autoattack when used"

Are there any spells that do damage and DON'T turn on autoattack on Live? If all the damage spells turn on autoattack I can hard code it to do so whenever a spell lands. However, if there are some that don't then the spell creator will need to do so in the .LUA file.

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Re: Bug Questions

Post by LethalEncounter » Sat Jun 20, 2009 5:19 pm

Bug #98
"attackable npc's regen health far to quickly in combar"

Anyone have an idea of a good regen rate for NPCs? My current rate is:

(int)(GetLevel()*.75)+(int)(GetLevel()/10) + 1

At level 1 that is 1, level 5=4, level 10=9, level 25=21, level 70=60.

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Re: Bug Questions

Post by John Adams » Sat Jun 20, 2009 5:30 pm

LethalEncounter wrote:Hey John, bug #64:

"Items without a value assigned cannot be purchased from a merchant - so no freebies!"

Does that mean you cannot currently buy items for free, or you can and you don't want the emu to allow it? if you mean the latter, I think this is necessary for certain servers that want to give away items (like the merchants in cshome in EQ1).
This is the only one I can speak to... I believe the problem here was that if the value in the DB was 0cp, you could not Buy the item.

And we want to be able to buy Free items, similar to how you did the /itemsearch:broker feature.

The other ones mentioned, I thought were either a spells system not implemented yet, or part of the Combat Revamp we have yet to decide on. But your question is good, getting feedback on damage calcs would be a good start ;)

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Re: Bug Questions

Post by LethalEncounter » Sat Jun 20, 2009 5:37 pm

John Adams wrote:
LethalEncounter wrote:Hey John, bug #64:

"Items without a value assigned cannot be purchased from a merchant - so no freebies!"

Does that mean you cannot currently buy items for free, or you can and you don't want the emu to allow it? if you mean the latter, I think this is necessary for certain servers that want to give away items (like the merchants in cshome in EQ1).
This is the only one I can speak to... I believe the problem here was that if the value in the DB was 0cp, you could not Buy the item.

Ahh, is the button disabled? It might be hard coded into the client to disable the button if the sell price is 0. I'll see if I can find a work around.

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Re: Bug Questions

Post by ZexisStryfe » Sat Jun 20, 2009 6:06 pm

LethalEncounter wrote:Bug #65:
"focused strike monk art does not turn on autoattack when used"

Are there any spells that do damage and DON'T turn on autoattack on Live? If all the damage spells turn on autoattack I can hard code it to do so whenever a spell lands. However, if there are some that don't then the spell creator will need to do so in the .LUA file.
Anything the does damage and is deemed a combat art enables auto-attack. Anything that does damage and is deemed a spell does not.
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Zcoretri
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Re: Bug Questions

Post by Zcoretri » Sat Jun 20, 2009 6:29 pm

LethalEncounter wrote:Bug #98
"attackable npc's regen health far to quickly in combar"

Anyone have an idea of a good regen rate for NPCs? My current rate is:

(int)(GetLevel()*.75)+(int)(GetLevel()/10) + 1

At level 1 that is 1, level 5=4, level 10=9, level 25=21, level 70=60.
How do you get 1 at level 1? I get 1.85
(1 * .75) + (1 / 10) + 1
.75 + .1 + 1 = 1.85

I would maybe just drop the +1 for now

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Re: Bug Questions

Post by LethalEncounter » Sat Jun 20, 2009 7:59 pm

casting to an int drops the remainder.

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Re: Bug Questions

Post by Zcoretri » Sun Jun 21, 2009 9:25 am

I knew you were gonna say that :mrgreen:

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Re: Bug Questions

Post by Secrets » Sun Jun 21, 2009 8:08 pm

LethalEncounter wrote:Bug #98
"attackable npc's regen health far to quickly in combar"

Anyone have an idea of a good regen rate for NPCs? My current rate is:

(int)(GetLevel()*.75)+(int)(GetLevel()/10) + 1

At level 1 that is 1, level 5=4, level 10=9, level 25=21, level 70=60.
Needs to be 1% of their health for NPCs approximately 18 seconds after being engaged, regardless of level. I can't confirm this to always be true, but i've never saw an NPC regenerate more than 1% of their total health.

Unless, of course, they have buffs.

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Re: Bug Questions

Post by LethalEncounter » Mon Jun 22, 2009 2:51 pm

Secrets wrote:
LethalEncounter wrote:Bug #98
"attackable npc's regen health far to quickly in combar"

Anyone have an idea of a good regen rate for NPCs? My current rate is:

(int)(GetLevel()*.75)+(int)(GetLevel()/10) + 1

At level 1 that is 1, level 5=4, level 10=9, level 25=21, level 70=60.
Needs to be 1% of their health for NPCs approximately 18 seconds after being engaged, regardless of level. I can't confirm this to always be true, but i've never saw an NPC regenerate more than 1% of their total health.

Unless, of course, they have buffs.
So their regen rate needs to be .33% per tick (every 6 seconds)? If that is the case, it should be pretty easy to fix.

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Re: Bug Questions

Post by Secrets » Wed Jun 24, 2009 10:25 pm

LethalEncounter wrote:
Secrets wrote:
LethalEncounter wrote:Bug #98
"attackable npc's regen health far to quickly in combar"

Anyone have an idea of a good regen rate for NPCs? My current rate is:

(int)(GetLevel()*.75)+(int)(GetLevel()/10) + 1

At level 1 that is 1, level 5=4, level 10=9, level 25=21, level 70=60.
Needs to be 1% of their health for NPCs approximately 18 seconds after being engaged, regardless of level. I can't confirm this to always be true, but i've never saw an NPC regenerate more than 1% of their total health.

Unless, of course, they have buffs.
So their regen rate needs to be .33% per tick (every 6 seconds)? If that is the case, it should be pretty easy to fix.
I have tested it on a live server, and NPCs on the queen's colony did *NOT* regenerate, which leads me to believe that only spells help NPC regeneration, which the regen I saw was on a raid/heroic NPC. My health regen was 5 in-combat on my half-elf coercer unbuffed, while the NPC did not regen at all. More testing needs to be done...

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Re: Bug Questions

Post by Secrets » Wed Jun 24, 2009 10:40 pm

Secrets wrote: I have tested it on a live server, and NPCs on the queen's colony did *NOT* regenerate, which leads me to believe that only spells help NPC regeneration, which the regen I saw was on a raid/heroic NPC. My health regen was 5 in-combat on my half-elf coercer unbuffed, while the NPC did not regen at all. More testing needs to be done...
Yup, just tested it. Seems NPCs do *not* regen in combat. I am sitting here with a 13 ^^^ beating on me, and he's sticking at 69% for the last 5 minutes, lol. Guess memory doesn't serve me right.

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Re: Bug Questions

Post by LethalEncounter » Thu Jun 25, 2009 3:09 pm

Hmm, that is definitely interesting. I always thought they regenerated rather quickly :P

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Re: Bug Questions

Post by alfa » Thu Jun 25, 2009 6:37 pm

Only some "scripted" mob regen (like boss and raid boss)
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