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151  General Category / Updates / Re: Updates 01-09-14 on: January 09, 2014, 11:34:40 pm
I looked it up and it seems to use floating point math so it seems to do a decent job with XP up to a point :p


Take normal XP and multiply it by 251 ... then add zone modifier and numbers start to hit the billions but AAXP is calculated as a UINT32 .. so just over 4billion AAXP allowed?


mlevel *mlevel * 75 * 35 /10 = MonsterXP

XPMOD = 100 + spellbonus

MonsterXP * (XPMOD /100.0f) = XPafterMod  ------ (Luckily this part is floating point math otherwise it would break here lol)

(ez doesnt use racial mods and such)

RuleValueAAXPmod * XPafterMod * zonexpmod  = AAXP

AAXP is where the number gets HUGE -- since i dont know the EZ RuleValueAAXPmod or zonexpmod for certain zones I cant calculate it very well =p

But doing a few test level 80 mobs the numbers were getting very very close to breaking the limit with 25,000XP spell
152  General Category / Updates / Re: Updates 01-09-14 on: January 09, 2014, 02:07:38 pm
Experience doesn't break at 25k x? I would think it would but I haven't don't the math yet
153  General Category / Updates / Re: OOC Trolls on: January 03, 2014, 04:24:48 pm
Mq2 type this .....

/filter name add Xiggie says out of character


Just an example no hate intended

Now that person is filtered for ALL of your accounts

Enjoy
154  General Category / User Interfaces / Re: Modified Inventory Window 99,999,999 HP display on: December 26, 2013, 09:58:15 pm
Client hp calculations are different than source hp calculations so it does not show up cOrrectly
155  General Category / Updates / Re: Anti Train Code on: December 26, 2013, 09:54:16 pm
ya if you have more then 1 player running especially if both are on hate list in zone its pretty bad can lag up to 45 sec sometimes :/

Make sure both players are filtering combat. You can actually lag each other from just being near each other. If I log in 18 characters and turn off my filters and do anguish with someone i could desync all of our characters just from attacking.
156  General Category / Updates / Re: Updates 12-20-13 on: December 21, 2013, 02:55:03 pm
Wasnt a glitch was just working as unintended.  Was way too powerful of a worn effect.. made you have about 85~to90ish riposte chance AKA.. GOD mode.
157  General Category / Updates / Re: Pet Swords Update on: December 21, 2013, 01:05:22 pm
Yay Smiley
158  General Category / General Discussion / Re: New Loot Found on: December 09, 2013, 12:44:14 pm
Woot grats! Love the name I've got a little Emily Rose  Smiley
159  General Category / General Discussion / Re: Illusion Benefits on: December 09, 2013, 12:43:10 pm
Thats not too bad of an idea.. adding 1 element to an illusion like how fire elemental has damage shield.

Would be neat but hopefully nothing too OP otherwise you will see a ton of people as IGs or SMs lol
160  General Category / General Discussion / Re: Bard Song Suggestion on: December 07, 2013, 09:43:56 pm
To my knowledge there is no "heroic stats" buff.  Heroic stats work slightly different .. for example heroic dexterity adds to parry chance MUCH more significantly than normal dexterity.

You can however use a spell buff to raise the cap of any stat in the game, but like Hateborne said its not really "heroic" stats but they do help.

Raising the stat cap is only a database change now.. but I don't think that would be a good idea on EZ unless there was some custom source to modify how mitigation works otherwise people would become gods.  (current mitigation in source is wonky)


But... back to the main point... you could raise the stat cap of every single stat.. using EffectID 262 .. however the difference is hard to notice unless it raised the cap by a lot Smiley
161  General Category / Suggestions / Re: Broken Stuff Repair Shop v2.0 on: December 05, 2013, 06:16:23 pm
Would require you to fix your MQ2.. they are the same duration at any level thats why it shows up like that.
162  General Category / Updates / Re: Minor Updates & Fixes on: December 04, 2013, 03:41:18 am
Now that you mention that lerxst.. the buff timers are messed up because they are duration buffs based on level of the caster.. so if it was changed so that the NPC casts the buffs it would last the normal time if the NPC is a high level.


Code:
my $Group = $client->GetGroup();
$Group->CastGroupSpell($npc, $_) for @Spell20;


@Sepll20 being the level 20 and lower spells array or whatever.. would be cast by the npc instead of quest::selfcast which I think is being used?


Would be helpful for noobs who just start at level 1 and want normal buffs from the buffbot Smiley
163  General Category / Updates / Re: Minor Updates & Fixes on: December 04, 2013, 03:17:46 am
Not sure why it does that. Which Halloween pets are doing that? All of them? Or new one? Could compare broken one to working one to find a fix.

Could make them all temporary pets? Might need 1 extra line inside the hail pet buff script to see the owner of the swarm pet  ... $npc->GetSwarmOwner();

Also make sure the spells are all self only that way the pet will follow the player who cast it Smiley
164  General Category / Quest and Guides / Re: Macroquest2 Lines (without the need of bccmd channels, mq2 ini change, etc) on: December 03, 2013, 07:25:01 pm
I thought it was illegal to use commands like /pause or use twist for anything other than songs. Is this not true?

I thought for every buff you cast, the user must issue a separate command.


ummm.. /pause is an Everquest command lol has nothing to do with MQ2


Pretty sure Hunter said twist is all good
165  General Category / General Discussion / Re: Thank you Hunter! on: December 02, 2013, 08:21:34 am
....but lag was god awful this weekend.
I played like 30 hours this weekend and experienced zero lag.  Not one issue outside of the usual Nexus. 


Same here.. only had lag in Nexus Smiley
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