EZ Server

General Category => Rants and Flames => Topic started by: Fugitive on September 02, 2012, 11:39:52 pm



Title: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on September 02, 2012, 11:39:52 pm
Below is the updated information about the changes that effect DI recently..

It will never fire unless you are   -s l o w l y-   taking damage and get below 15% then it's may or may not..

With some of the heavy damage mobs that players will face, DI isn't part of the arsenal anymore.

889k HPs and Fully buffed with DI and all other "clicky helpers" and healers going nuts I still took 1+ Mill (instantly) damage over and over and over without DI firing once.. we tested this Friday and Saturday many many times.

I'm going to txt Hate later maybe there can be a fix, maybe not (since this was in the code not just a spell fix).. /shrug hope so haha!



==08/16/2012==
Kayen: Complete revision of the Death Save and Divine Save effects and related bonuses to be consistent with live.

  *Death Save (Death Pact/DI) will no longer fire on death. It should only fire when less 15% HP but not killed.

  *Death Save chance is determined soley by charisma of client with the buff. (RULE: DeathSaveCharismaMod)

  *Divine Intervention baseline is now correctly set to 8000HP (from 50k) (RULE: DivineInterventionHeal)

  *AA Touch of the Divine provides upon failure of first Death Save, a second roll and if successful will
   do a portion of the original heal value. (Ie DI=8000HP with ToTD-3(60%) your heal will be 8000*0.6 = 4800HP)

  *Implemented functionality for later expansion Death Save effects (Divine Intercession ect)
   These can add heal value to the base heal which is limited by level (ie Heal 10,0000+8000 if client less then level 80)
  
  *Divine Save (AA Unfailing Divinity) only fire upon death of client with this effect and is independent of Death Save effect.

  *Increased ranks of AA only increase the chance of firing upon death. Heal value does NOT increase with rank.

  *Upon firing you will still recieve the Divine Aura like buff, which now also correctly removes all determental effects.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on September 03, 2012, 12:30:19 am

Buffs that use SE_DivineSave (232) can still save you from an instant death.  It shouldn't be hard to change/add spells to do that instead if that is what is desired.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fliker on September 03, 2012, 12:41:31 am
Good catch Fugi.

Glad to see that it can be fixed also.

+1 for both of ya  ;D


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: metsu on September 03, 2012, 01:19:58 am
sometimes DI wont work for me.
So I treat every fired DI as a gift from god.
moral of the story, make a 2nd tank and not depend on god.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on September 03, 2012, 01:31:52 am
Spells:DivineInterventionHeal

Just changed the value from 8k hp to 1million hp.

Hope that helps.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Nexxel on September 03, 2012, 04:28:18 am
Hopefully it fixes it. I just thought my DI failures as of late were just Rng not liking me  ???


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on September 03, 2012, 09:26:25 am
Nice!! We will give it a whirl, see how she goes!!

Thanks Boss!


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on September 03, 2012, 06:50:49 pm

Buffs that use SE_DivineSave (232) can still save you from an instant death.  It shouldn't be hard to change/add spells to do that instead if that is what is desired.

Spells:DivineInterventionHeal

Just changed the value from 8k hp to 1million hp.

Hope that helps.


Cool going to give it a whirl when the lagmonster sleeps..


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Felony on September 04, 2012, 08:09:23 am
Changes like this annoy me. I know the emu goal is be more "live like" but 9 out of 10 servers are custom.
Would rather see changes like this a rule that can be toggled in the db.
Its what it is tho.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on September 15, 2012, 09:22:28 am

Buffs that use SE_DivineSave (232) can still save you from an instant death.  It shouldn't be hard to change/add spells to do that instead if that is what is desired.


Hunter think we can try the SE_DivineSave (232) can still save you from an instant death on DI? Still no Joy even with the HP bump you gave it.. DI hasn't fired =( .. your call as always though.. ;D


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on September 15, 2012, 12:45:45 pm
Divine Save puts a buff on you that makes you invulnerable for 58 seconds... "Touch of The Divine"

You also don't get the "DivineInterventionHeal" when Divine Save procs.

On my test server I modified "Touch of the Divine" to heal you for a LOT more than it normally does so it would be sorta like the old way DI worked.


Gonna see if you can have an item with 100% Death Save .. and never die! lol


Edit -- Divine Save (100) -- as a Worn effect == God Mode .. lol


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Denzig on October 16, 2012, 06:39:12 am
Hunter,

While you have some rare free time on your hands, any chance you could take a look at Divine Inspiration? Since the emu update it has zero chance to fire on an instant kill.

I have yet to see it fire from the new cleric self only spell also.

Thanks man, and as always thanks for EZ!


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 16, 2012, 06:41:19 am
Yup, but I won't be updating source code until after Halloween cause they just changed the loot system.

Will see what I can do on the server rules or spell file itself.



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 16, 2012, 08:20:23 am
How do you get it 100% save? I see value of 1 or 2 in the spells that have Divine Save, is that HP%?

Or is it a rule value?



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 16, 2012, 09:21:52 am
How do you get it 100% save? I see value of 1 or 2 in the spells that have Divine Save, is that HP%?

Or is it a rule value?




effectid1 = 232,  effect_base_value1 = 100    

Code:
INSERT INTO `spells_new` VALUES (1546, 'Divine Intervention', 'PLAYER_', '0', 'You invoke the presence of the gods.', ' calls upon the gods.', 'You feel the watchful eyes of the gods upon you.', ' feels the watchful eyes of the gods upon them.', 'You are no longer watched.', 100, 0, 0, 0, 6000, 2250, 90000, 10, 100, 0, 500, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2510, 2051, 10029, -1, -1, -1, 2, 1, 1, 1, -1, -1, -1, -1, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 1, 0, 0, 232, 254, 254, 254, 254, 254, 254, 254, 254, 254, 254, 254, 5, 0, 4, -1, 0, 0, 255, 60, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 50, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 88, 229, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1546, 125, 64, 0, 0, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -87, 136, -102, 115, 10, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 1);

This is "Divine Intervention" set to 100% --- I was messing around using this as a worn and could not die.


I was using that as a worn and I could not die.


But be aware when you use Divine Save it will proc Touch of the Divine.. when it actually procs.  Since mine was set to 100% it would always proc this buff upon "death".

Touch of the Divine shown here  ( BE AWARE I edited this Touch of the Divine to heal for a lot more) -- the normal spell doesn't really heal for much when it procs. -- But if you intend on using Divine Save its a good idea to edit this spell as well.

Code:
INSERT INTO `spells_new` VALUES (4789, 'Touch of the Divine', 'PLAYER_1', '0', '0', '0', 'You body is encased in perfect ethereal crystal.', '0', '0', 0, 0, 0, 0, 0, 2250, 900000, 3, 3, 0, 10, 1, 0, 0, 0, 50000, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2511, 2045, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, -1, -1, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 1, 0, 0, 40, 10, 10, 10, 100, 291, 254, 254, 254, 254, 254, 254, 6, 25, 4, -1, 0, 0, 255, 254, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 42, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 46, 274, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 125, 52, 0, 0, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 999, 3, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 1);


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Nexxel on October 16, 2012, 12:14:06 pm
I was actually gona post something about looking at DI with the halloween event comming up due to one of the Mobs having a DT.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 16, 2012, 12:19:24 pm
I was actually gona post something about looking at DI with the halloween event comming up due to one of the Mobs having a DT.

Only hard part about changing DI to a Divine Save is setting it to a fair percentage.

But if it gets changed before Halloween that would be awesome!


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Nexxel on October 16, 2012, 12:29:10 pm
Cant sem to remember but is the DI effect working affected by any AA's or anything? If it isnt, Then just comming up with a fair % is better then nothing, If it is can the DS be set to affect the same way? Or, im just wrong about the whole thing and its irrelivent anyways   :-X


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on October 16, 2012, 04:38:35 pm
Cant sem to remember but is the DI effect working affected by any AA's or anything? If it isnt, Then just comming up with a fair % is better then nothing, If it is can the DS be set to affect the same way? Or, im just wrong about the whole thing and its irrelivent anyways   :-X

1st page of this post has most of the info you asked about..

Right now as it stands unless Hunter adds what Lerxst and or Paldail DI is crap and junk doesn't work at all.

Did 50 for 50 test the 1st week of the change 50 deaths not 1 fire of DI..


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 16, 2012, 06:24:59 pm
The one I posted won't let you die lol... but change it to 50% .. and it will just be a 50 / 50 chance of living .. which seems random enough to me.. but not sure what Hunter wants it at.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Nexxel on October 16, 2012, 07:24:36 pm
Cant sem to remember but is the DI effect working affected by any AA's or anything? If it isnt, Then just comming up with a fair % is better then nothing, If it is can the DS be set to affect the same way? Or, im just wrong about the whole thing and its irrelivent anyways   :-X

1st page of this post has most of the info you asked about..

Right now as it stands unless Hunter adds what Lerxst and or Paldail DI is crap and junk doesn't work at all.

Did 50 for 50 test the 1st week of the change 50 deaths not 1 fire of DI..




Wow, My reading = Fail. Thanks for pointing me back to the first post with everything i asked about hehehe Uggg,


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 16, 2012, 10:43:21 pm
I tried the new spell you posted and its still not working, won't fire off at all.

So I'm thinking its in the rule value some where?

Code:
Spells:DivineInterventionHeal	1000000	Divine intervention heal amount. (Default: 8000)
Code:
Spells:DeathSaveCharismaMod	3	Determines how much charisma effects chance of death save firing.(CHA*value/10)

So the DeathSaveCharismaMod I'm not sure about. If someone has 355 CHA then x 3 / 10 then they already have 106.5% chance of it working?

Maybe I'm missing something. Would be cool to get Divine Intervention or Save to work some what for Halloween Event.

By the way, the new bosses I made don't exactly shout kill you in the manor of Cazic Touch shouting your name. , but they definitely hurt.



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 16, 2012, 10:58:30 pm
It needs both spells for it to save you by the way.

It will proc that other spell that will make the player invuln .. clear all of their debuffs and heal the player for 150k or something.



(http://i574.photobucket.com/albums/ss189/jdub1337/EQ000084.jpg)


Saved me about 5 times... died 4 times as shown above.

I also tested it as a casted buff on a player not using the earring.


DI set to 50% Death Save
Code:
INSERT INTO `spells_new` VALUES (1546, 'Divine Intervention', 'PLAYER_', '0', 'You invoke the presence of the gods.', ' calls upon the gods.', 'You feel the watchful eyes of the gods upon you.', ' feels the watchful eyes of the gods upon them.', 'You are no longer watched.', 100, 0, 0, 0, 6000, 2250, 90000, 10, 100, 0, 500, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2510, 2051, 10029, -1, -1, -1, 2, 1, 1, 1, -1, -1, -1, -1, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 1, 0, 0, 232, 254, 254, 254, 254, 254, 254, 254, 254, 254, 254, 254, 5, 0, 4, -1, 0, 0, 255, 60, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 50, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 88, 229, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1546, 125, 64, 0, 0, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -87, 136, -102, 115, 10, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 1);



Touch of Divine modified to actually heal you.. since Death Save does not proc Divine intervention heal.

Code:
INSERT INTO `spells_new` VALUES (4789, 'Touch of the Divine', 'PLAYER_1', '0', '0', '0', 'You body is encased in perfect ethereal crystal.', '0', '0', 0, 0, 0, 0, 0, 2250, 900000, 3, 3, 0, 10, 1, 0, 0, 0, 50000, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2511, 2045, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, -1, -1, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 1, 0, 0, 40, 10, 10, 10, 100, 291, 254, 254, 254, 254, 254, 254, 6, 25, 4, -1, 0, 0, 255, 254, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 42, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 46, 274, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 125, 52, 0, 0, 0, 0, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 999, 3, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 1);




Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 16, 2012, 11:25:28 pm
Side note....



Does NOT work with the #kill command !!!



when you test it.. just use #cast  on yourself.. and make sure to cast a huge nuke


Side.. side.. note...



Works when using #damage + huge number to kill yourself as well


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 16, 2012, 11:35:09 pm
I was only trying the Divine Intervention as a worn effect, and again as buff. Didn't work.

Haven't tried the AA one yet.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 16, 2012, 11:37:07 pm
I was only trying the Divine Intervention as a worn effect, and again as buff. Didn't work.

Haven't tried the AA one yet.


Does the text show up the same as my screenshot?


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 16, 2012, 11:54:56 pm
Yeah, but 100%. Trying on a test server


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 17, 2012, 12:01:17 am
I just made Divine Intervention 50% chance and Touch of the Divine 50 be 50k HP regen on EZ Server. Takes effect after reboot. No new spell file posted yet, but of course you can edit those spells manually if your looking to see/test it.

Will have a required new spell file just before the Halloween Event for both new player spells and new npc spells.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 17, 2012, 12:02:56 am
Very cool!  Guessing you got it to proc?


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Nexxel on October 17, 2012, 12:07:38 am
Thanks Hunter. This will help witht eh halloween event for sure.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 17, 2012, 01:39:55 am
If its an AA then I don't know which class gets the AA and haven't tested it out yet, but I did edit the spell server side already.



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 17, 2012, 11:08:59 am
If its an AA then I don't know which class gets the AA and haven't tested it out yet, but I did edit the spell server side already.



The gods have healed you for 300 points of damage ..   (Fixed the wording)

Not sure what that is


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 17, 2012, 12:47:36 pm

         BuffFadeByEffect(SE_DivineSave);
         //Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
         if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

            SetHP(1);

            if (aabonuses.DivineSaveChance[1])
               SpellOnTarget(aabonuses.DivineSaveChance[1], this);

            if (itembonuses.DivineSaveChance[1])
               SpellOnTarget(aabonuses.DivineSaveChance[1], this);

            if (spellbonuses.DivineSaveChance[1])
               SpellOnTarget(aabonuses.DivineSaveChance[1], this);

            SpellOnTarget(4789, this);
            SendHPUpdate();
            return true;
         }



Any Divine Save on the target has a chance to give spell 4789 -- Touch of the Divine


This is hard coded into the game.. so not sure why it is not working on EZ.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 17, 2012, 02:04:08 pm
Did you ever do this SQL update?


http://projecteqemu.googlecode.com/svn/trunk/EQEmuServer/utils/sql/svn/2188_required_aa_updates.sql



it has the Touch of the Divine in there


Be aware the Pet affinity AA is on this list.. would probably revert the changes you did to it...


but heres the Touch of the Divine

Code:
-- Touch of the Divine
REPLACE INTO `altadv_vars` (`skill_id`, `name`, `cost`, `max_level`, `hotkey_sid`, `hotkey_sid2`, `title_sid`, `desc_sid`, `type`, `spellid`, `prereq_skill`, `prereq_minpoints`, `spell_type`, `spell_refresh`, `classes`, `berserker`, `class_type`, `cost_inc`, `aa_expansion`, `special_category`, `sof_type`, `sof_cost_inc`, `sof_max_level`, `sof_next_skill`, `clientver`, `account_time_required`) VALUES ('741', 'Touch of the Divine', '5', '5', '4294967295', '4294967295', '741', '741', '6', '0', '0', '0', '0', '0', '4', '0', '65', '0', '7', '4294967295', '3', '0', '1', '741', '1', '0');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('741', '1', '232', '2', '4544');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('742', '1', '232', '4', '4545');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('743', '1', '232', '6', '4546');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('744', '1', '232', '8', '4547');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('745', '1', '232', '10', '4548');


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 17, 2012, 02:25:34 pm
Yup, I always do all the .sql updates to the database when I update source code else server won't come up cause database structure wouldn't match.

Last time I updated source code was about a month ago, and now I'm waiting longer cause of Halloween coming up and new source code completely changes the loot tables, which I'm hoping the system is 100% before switching over + I know a loot editor was already made but I haven't tested it yet etc. I'm sure devs' have checked every angle, but going to wait until after Hallween rather than having to do some emergency revamp just before the special event. :)

Thing I want to make sure mostly is the drop rates like charms :)


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 17, 2012, 03:13:03 pm
Then I am not sure what is causing the issue.. but I am pretty sure SE_DivineSave should automatically cast Touch of the Divine if it procs.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on October 17, 2012, 11:20:20 pm
Code:
bool Mob::TryDivineSave() {

/*
How Touch of the Divine AA works:
-Gives chance to avoid death when client is killed.
-Chance is determined by the AA value. (base1)
-Spell can be triggered from divine save (base2) in this case a Heal
Note: Heal value does not and should not increase from more levels of this AA.
-If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine'
is applied to the client. Determintal spell effects are removed.
*/
sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0];

if (SuccessChance)
{
if (MakeRandomInt(0, 100) <= SuccessChance)
{
int32 HealAmt = 0;
BuffFadeByEffect(SE_DivineSave);
//Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

SetHP(1);

if (aabonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (itembonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (spellbonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

SpellOnTarget(4789, this);
SendHPUpdate();
return true;
}
}
}
return false;
}

If it is a chance based proc, a simple fudge on the chance could force it to work. It looks like "if (MakeRandomInt(0,100) <= SuccessChance)" is rolling to find a number less than or equal to the SuccessChance. Replacing it with "if (0 <= SuccessChance)", which it should always be, the proc should become a certainty. I am unsure on how the proc is wanting to be handled. I would probably guess that the Invuln needs to come off if it still wipes threat (or did it just cause hell until it broke?), but I don't have time to go die a bunch to test it.


Example
Code:
bool Mob::TryDivineSave() {

/*
How Touch of the Divine AA works:
-Gives chance to avoid death when client is killed.
-Chance is determined by the AA value. (base1)
-Spell can be triggered from divine save (base2) in this case a Heal
Note: Heal value does not and should not increase from more levels of this AA.
-If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine'
is applied to the client. Determintal spell effects are removed.
*/
sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0];

if (SuccessChance)
{
// ********************
if (0 <= SuccessChance)
// ********************
{
int32 HealAmt = 0;
BuffFadeByEffect(SE_DivineSave);
//Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

SetHP(1);

if (aabonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (itembonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (spellbonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

SpellOnTarget(4789, this);
SendHPUpdate();
return true;
}
}
}
return false;
}


-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 18, 2012, 12:41:37 am
Would be nice if the dev's made it a rule value :)


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 18, 2012, 01:45:57 am
SE_DivineSave is the same as the cleric AA Touch of the Divine


Chance on death to become invuln.. the AA is only 20%  I think.. maybe 10%.. not sure on that one




I can test this out in the morning when server restarts.



I also don't think the invuln is needed but then you would just have to add a huge heal to the spell ID of 4789  (spell that procs on death)



Tested it WITHOUT the Invuln and it was still working just fine


Code:
UPDATE spells_new SET effect_base_value1 = 1000000, effectid1 = 79 WHERE  id = 4789;


If you wish to use this...


This way the tank won't lose agro!!


On Death --- heals player for 1,000,000 HP

50,000 per tic for a short duration

Purify (20) --- removes debuffs


Works just fine  ;D ;D


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on October 18, 2012, 02:38:07 am
Would be nice if the dev's made it a rule value :)

For servers that depended on the old behaviour, yeah a rule would have helped.  I didn't compare the before and after code, so it may not have been a simple enough change to wrap a rule around it easily.

If the idea is that the emu be as much like live as possible straight out of the box, then the way it is now is apparently more correct.



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on October 18, 2012, 05:38:31 pm
On Death --- heals player for 1,000,000 HP

50,000 per tic for a short duration

Purify (20) --- removes debuffs

I agree with removing the invuln, but 1mil heal + 50k per tick?

Base: 50,000 per tick
Oracle 50: 250,000 per tick
UC: 350,000 per tick
UCv2: 500,000 per tick

That seems...excessive?

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on October 18, 2012, 05:57:29 pm
On Death --- heals player for 1,000,000 HP

50,000 per tic for a short duration

Purify (20) --- removes debuffs

I agree with removing the invuln, but 1mil heal + 50k per tick?

Base: 50,000 per tick
Oracle 50: 250,000 per tick
UC: 350,000 per tick
UCv2: 500,000 per tick

That seems...excessive?

-Hate

Well a lot of us do have 980,000 hps atm...can make it where Charms don't effect it shrug or don't... btw when you getting out of T5?   ;D :o


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 18, 2012, 07:04:43 pm
The heal was meant to save your life.. but ya the HoT stacking with UC didn't come to mind really.. since it is casted from the buff on you.. I wasn't sure if UC came into play with the heal amount.



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on October 19, 2012, 07:23:35 am
Well a lot of us do have 980,000 hps atm...can make it where Charms don't effect it shrug or don't... btw when you getting out of T5?   ;D :o

When I run out of GW2 goodness and stop being a whore. Both are fun and free right now, so I am going to continue. :-P

If you have 980k, then the 1mil heal should suffice. 500k per tick x3-6 is overkill.

Btw, you are a still a pansy.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on October 19, 2012, 07:47:09 am
I got max level and max stats on my GW2 Ranger in just 2 1/2 weeks, then got bored.

Trying other classes but just not as fun IMHO.

I am pvp in WvW mostly.

I go max DPS cause 20-50% extra HP won't help when you get caught by a Zerg, but that extra DPS helps your kill death ratio.

As a Ranger I got 1500 range + 59% crit from armor. Add team bonus for orbs and its in the 60's % crit chance.

When I target someone in pvp their HP drop like a rock. Either rapid shot or hail of arrows, people like "oh #$@!" and run. Some times its too late already since my arrows cripple them.

So yeah, my Ranger has full Berserker Armor, Berserker Jewelry, and Berserker Weapons, all max stat Epic.

Now I'm bored and hardly play anymore.

I did how ever acquire a few cool ideas that I want to try out on EZ Server, including one that you'll see in the upcoming Halloween Event.

Actually, while writing this, I just got another idea for T7 I might use.

Sorry for derailing this topic lol. Its your fault Hate! (By the way, your email inbox working yet? I keep getting bounced)


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Nexxel on October 22, 2012, 09:35:56 pm
Ok, back to the top and has anyone had this work fort hem yet? So far for me i have yet to live/survive from a normal melee death and have yet to survive any death/shout/kills from mata muram.

SO is my luck still just that bad?  :-X


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on October 22, 2012, 09:49:11 pm
Doesn't look like it got changed correctly to effectid 232  ... /shrug


Once it gets changed and a spell file comes out it should work just fine


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 19, 2012, 01:11:05 pm
Sorry to "revive the dead", but was this ever fixed? I die so often that I have since given up on using it in game.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 03:31:26 pm
Sorry to "revive the dead", but was this ever fixed? I die so often that I have since given up on using it in game.

-Hate


It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on December 19, 2012, 04:44:42 pm
nod only on Cleric everyone else.. must to the merry go round zoning preview..


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 19, 2012, 04:50:41 pm
It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc

Thank you for the info Paldail. I'll see what can be done. I may have a dirty trick that won't require Hunter to modify each source manually. Maybe.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on December 19, 2012, 04:58:28 pm
It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc

Thank you for the info Paldail. I'll see what can be done. I may have a dirty trick that won't require Hunter to modify each source manually. Maybe.

-Hate

Ohh dirty.. would be neat to see this working again go go gadget Hateborne


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 05:15:53 pm
It requres an AA for the "Divine Save" one to work... so nope



"Death Save" -- no longer procs on death and is pretty much useless



If everyone had the Cleric AA then it would work -- cant think of the AA off hand... maybe Touch of the Divine?



If you cast DI on your cleric and kill the cleric you can see it proc

Thank you for the info Paldail. I'll see what can be done. I may have a dirty trick that won't require Hunter to modify each source manually. Maybe.

-Hate


On my test server I just give everyone the AA and set the AA to 0% divine save instead of 2%


Then divine save can be modded by items AND spells ...


So if you have a Slot 1 spell  25% Divine Save -- it would work WITH the AA to save the player from death ...


Then maybe another item with a worn as  Slot 2 spell 25% Divine save.. they would stack to 50% Divine save!!


I did a lot of messing around with the AA and a few spells .. mostly just to give myself 100% immunity to death while not being 100% invuln


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on December 19, 2012, 05:19:04 pm
What would be a appropriate number for a chance to save on EZ btw?


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 05:36:24 pm
What would be a appropriate number for a chance to save on EZ btw?

50% max I'd think.. anything over that is too good


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 19, 2012, 05:53:55 pm
I cannot log in at the moment, but it was 2% DI per rank and ~5 ranks?

(Gotta make sure or I could accidentally give everyone DI...)

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on December 19, 2012, 06:40:09 pm
It requres an AA for the "Divine Save" one to work... so nope

I'm looking at the code, and although the AA bonus adds to whatever spell or item bonus you have, it doesn't look like it is required in order to trigger.

I'm not looking at the spell file right now, but if the spell was never changed to use effect id 232 (Divine Save) then it isn't something that can prevent an actual death.  If it is still effect id 150 (Death Save) then it can trigger anytime a hit takes a character to < 16% health, but only if that hit does not kill them.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on December 19, 2012, 06:43:54 pm
the problem is the  hits normal go beyond killing you that allowed it to trigger in the past with those changed earlier in the year.. basically since the damage output of the mobs are / is so high it never allows a chance for DI to trigger properly.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on December 19, 2012, 06:45:44 pm
the problem is the  hits normal go beyond killing you that allowed it to trigger in the past with those changed earlier in the year.. basically since the damage output of the mobs are / is so high it never allows a chance for DI to trigger properly.

Yes, that is the problem with spells using effect id 150, but not spells that use effect id 232.

They are mutually exclusive.  If you're dead, a 232 can save you, otherwise if you're not dead but below 16% then a 150 can heal you.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on December 19, 2012, 06:47:09 pm

Buffs that use SE_DivineSave (232) can still save you from an instant death.  It shouldn't be hard to change/add spells to do that instead if that is what is desired.


lol 2nd post on 1st page I remember that now..


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 06:57:54 pm
#define SE_DivineSave               232   // implemented (base1 == % chance on death to insta-res) (base2 == spell cast on save)


|| 741 || Touch of the Divine || 5 || 5 ||

|| *id* || *aaid* || *slot* || *effectid* || *base1* || *base2* ||
|| 1054 || 741 || 1 || 232 || 0 || 4544 ||
|| 1055 || 742 || 1 || 232 || 4 || 4545 ||
|| 1056 || 743 || 1 || 232 || 6 || 4546 ||
|| 1057 || 744 || 1 || 232 || 8 || 4547 ||
|| 1058 || 745 || 1 || 232 || 10 || 4548 ||



5 ranks for Touch of the Divine -- each one casts a different spell .. scaling to 10% my bad thought it was 2%


The AA is the only place that has a base1 / base2 combo ... that I could find... couldn't get a Divine save spell effect to work WITHOUT the AA


With this AA enabled on all classes it WILL cast the selected spell per rank of the AA  -- when you cast a Divine Save BUFF on a player  ( i was using 0% in the AA and 100% for the buff to test)










Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 07:05:03 pm
Here is what it looks like on my test server...




The AA -- given to all Classes

|| *skill_id* || *name* || *cost* || *classes* || *berserker* ||
|| 741 || Touch of the Divine || 5 || 65534 || 1 ||





Each AA rank is exactly the same -- since I was lazy



|| *id* || *aaid* || *slot* || *effectid* || *base1* || *base2* ||
|| 1054 || 741 || 1 || 232 || 0 || 4789 ||
|| 1055 || 742 || 1 || 232 || 0 || 4789 ||
|| 1056 || 743 || 1 || 232 || 0 || 4789 ||
|| 1057 || 744 || 1 || 232 || 0 || 4789 ||
|| 1058 || 745 || 1 || 232 || 0 || 4789 ||




Not correct acutally heh


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 19, 2012, 07:16:19 pm
That is pretty much what I had written up to change it too.

If this is all it takes to get it working, then you fixed DI. :-)


-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 07:19:07 pm
That is pretty much what I had written up to change it too.

If this is all it takes to get it working, then you fixed DI. :-)


-Hate



This was wrong 1 sec


I've had it written for a long time.. sent it to Hunter awhile ago actually  :P  .. but pretty sure he was really busy back then


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 19, 2012, 07:27:27 pm
I saw it awhile back but never saw a confirmation on if it was fixed.

I will try to test it tonight (~1am EST) and I will report back.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 07:29:51 pm
I saw it awhile back but never saw a confirmation on if it was fixed.

I will try to test it tonight (~1am EST) and I will report back.

-Hate

Working on my test server with newest EZ server spells on it so.. should be good  :P


But never hurts to test it again


Also it doesnt work with GM slay... so dont use #kill 


But it does work with #damage 2000000000


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on December 19, 2012, 07:51:26 pm
The AA is the only place that has a base1 / base2 combo ... that I could find... couldn't get a Divine save spell effect to work WITHOUT the AA

For a buff based effect you'd need the spell id to cast in the effect_limit_value slot that matches the slot where the effect id is 232.

Code:
Mob::ApplySpellsBonuses
...
case SE_DivineSave:
{
if (RuleB(Spells, AdditiveBonusValues) && item_bonus) {
newbon->DivineSaveChance[0] += effect_value;
newbon->DivineSaveChance[1] = 0;
}

else if(newbon->DivineSaveChance[0] < effect_value)
{
newbon->DivineSaveChance[0] = effect_value;
newbon->DivineSaveChance[1] = spells[spell_id].base2[i];
//SetDeathSaveChance(true);
}
break;
}

The item bonus code might be a bit weird though if the additive rule is true.  That looks like a bug to me, but maybe not.  *shrug*

Two things to note though...

If you have the AA and a buff that both use the 232 effect then you would get both spells cast if it triggered based on the sum of all the chances.

Spell 4789 is ALWAYS cast if it triggers, so you could just make that the spell that does whatever you want and leave the others set to 0 so you don't get duplicate spells cast.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on December 19, 2012, 10:03:35 pm
That is pretty much what I had written up to change it too.

If this is all it takes to get it working, then you fixed DI. :-)


-Hate



Code:
UPDATE aa_effects SET base1 = 0, base2 = 4789 WHERE id IN (1054, 1055, 1056, 1057, 1058);  #sets correct spell and 0% Divine SAVE
UPDATE altadv_vars SET classes = 65534, berserker = 1 WHERE skill_id = 741;  #sets classes to ALL useable


I've had it written for a long time.. sent it to Hunter awhile ago actually  :P  .. but pretty sure he was really busy back then

I thought I pushed that through back then, will have to double check soon.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 10:32:34 pm
It gives everyone that AA -- I'd suggest waiting for Hateborne to test it as well .. see if he gets the same results I did.


But currently on EZ .. clerics do benefit from Divine Intervention and they do get saved by the AA 50% of the time with the buff on them.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Hunter on December 19, 2012, 10:44:12 pm
So you have to have to have the AA trained AND have the buff on you?


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 19, 2012, 10:47:58 pm
So you have to have to have the AA trained AND have the buff on you?


Thats how it was working for me .. I made a random lvl 70 without the AA and the buff does not work at all


I trained the AA and it worked just fine !


(Test server has 100% Death Save on my DI ) -- so when it procs it ALWAYS procs .. allowing me to never die but still take damage


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 20, 2012, 12:05:32 am
Working on it. Updating my test environment to match ours as much as possible, then facerolling Paldail's DI submissions.

Go Perl 5.12 Go!

-Hate


EDIT: Piss. The zone.exe is crashing wildly. I updated source on my end and can't even get into the game. I will have to compile from an older source and I don't have any compiler/IDE installed atm. This will have to wait a day or so. :-(

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Felony on December 20, 2012, 01:03:17 am
i have copies of compiled source going back a year, the last 3 are x64 tho.
If you want any of it just let me know and i'll open my svn to you with a user/pass


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 20, 2012, 03:34:47 am
EDIT: Piss. The zone.exe is crashing wildly. I updated source on my end and can't even get into the game. I will have to compile from an older source and I don't have any compiler/IDE installed atm. This will have to wait a day or so. :-(

-Hate



Make sure to have quests/templates/global_player.pl   in it .... otherwise you get LOTs of crashes whenever you target anything


Was a huge issue I had when trying to update my source code awhile back ... wasnt sure why I didn't have that file in their in the first place.



Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 20, 2012, 09:43:24 am
I got up early today, redownloaded source/maps/quests/etc, recompiled, and everything worked. However, I was using the DI and Death Pact from spell file, AAXP on wizard, no luck yet. See below.

http://hateborne.com/ezserver/debug/lolwizard.png (http://hateborne.com/ezserver/debug/lolwizard.png)

He was hitting slowly for 10k (8x my health bar). Did I need to replace the spell effect or update it? As stated above, I am using EZ's spell file at the moment.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on December 20, 2012, 03:24:07 pm
Did I need to replace the spell effect or update it? As stated above, I am using EZ's spell file at the moment.

I don't know what's in the spell file, but if you ran the query posted earlier that gives everyone the AA sets the percent chance to 0.  You'd need a buff on you with effect id 232 that raises the chance to something reasonable.

I posted earlier with a detailed explanation of how it would work with or without the aa.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 20, 2012, 04:04:14 pm
I will experiment tonight as I have time. I did scroll back and re-read thread again to make sure I was 100% clear. I did see your explanation lerxst2112 and I will double check. I tried Death Save and Divine Save, but I need to bump up values considerably. Thank you as always

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 20, 2012, 04:57:38 pm
I got up early today, redownloaded source/maps/quests/etc, recompiled, and everything worked. However, I was using the DI and Death Pact from spell file, AAXP on wizard, no luck yet. See below.

http://hateborne.com/ezserver/debug/lolwizard.png (http://hateborne.com/ezserver/debug/lolwizard.png)

He was hitting slowly for 10k (8x my health bar). Did I need to replace the spell effect or update it? As stated above, I am using EZ's spell file at the moment.

-Hate



It works on EZ currently... just for clerics only .. cast Divine Intervention on your cleric kill the cleric and its around 50% chance to save him


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 21, 2012, 04:22:29 am
Ok here goes, lerxst2112 was (unsurprisingly) right. There is a bit of a possible bug.

If Divine Intervention does NOT have a value in the limit field, it does nothing. If ANY numeric value is set, it force casts 4789 (Divine Intervention). The reason it works on the cleric right now is the AAXP has the effect already in it and is combining the aa + spell + item bonuses for DI.

I made a small adjustment to Touch of the Divine, changing it to 50k HP Once value (meaning no charm scaling), removing the Invuln (which is the aggro wipe), and set it to no duration (so it won't pulse purify).

To resolve DI to somewhat normal standards again:
Code:
UPDATE spells_new SET effect_limit_value1 = 4789 WHERE id = 1546;
REPLACE INTO `spells_new` VALUES (4789, 'Touch of the Divine', 'PLAYER_1', '', '', '', 'You have been spared from death!', '', '', 0, 0, 0, 0, 0, 2250, 900000, 0, 0, 0, 10, 0, 0, 0, 0, 50000, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2511, 2045, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, -1, -1, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 1, 0, 0, 254, 10, 10, 10, 79, 291, 254, 254, 254, 254, 254, 254, 6, 25, 4, -1, 0, 0, 255, 254, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 42, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 46, 274, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 125, 52, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 0, 999, 3, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 1);

This is a slightly important fix (thanks to Paldail's original work and lerxst2112's constant guidance), so it will go into the fixit thread as well.


-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 21, 2012, 04:44:30 am
So should the spell work WITHOUT the AA? Because it sure isn't working for me =p



I was also wrong... wasn't working at 0% DI for the AA for some reason... hmm


Had to set it to 1 in every rank to get it to work... hmm


But it is also really late.. and im ultra tired.. so I might be doing something wrong lol..


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on December 21, 2012, 05:32:50 am
So should the spell work WITHOUT the AA? Because it sure isn't working for me =p

It should work fine without the aa.  The buff would need effect id 232, effect value is the percentage chance to trigger, and effect limit value is the spell to cast in addition to spell 4789.  I suspect you may not have had the effect limit value set which just makes it do nothing.

It seems like it should save you from death and cast spell 4789 even if the buff/aa doesn't have an additional spell defined, but the way it's implemented if there's no additional spell to cast it just doesn't do anything.


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 21, 2012, 05:43:02 am
It should work fine without the aa.  The buff would need effect id 232, effect value is the percentage chance to trigger, and effect limit value is the spell to cast in addition to spell 4789.  I suspect you may not have had the effect limit value set which just makes it do nothing.

It seems like it should save you from death and cast spell 4789 even if the buff/aa doesn't have an additional spell defined, but the way it's implemented if there's no additional spell to cast it just doesn't do anything.


As far I can tell, there seems to be a bit of a copy/paste error. Example:
Code:
bool Mob::TryDivineSave() {

/*
How Touch of the Divine AA works:
-Gives chance to avoid death when client is killed.
-Chance is determined by the AA value. (base1)
-Spell can be triggered from divine save (base2) in this case a Heal
Note: Heal value does not and should not increase from more levels of this AA.
-If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine'
is applied to the client. Determintal spell effects are removed.
*/
sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0];

if (SuccessChance)
{
if (MakeRandomInt(0, 100) <= SuccessChance)
{
int32 HealAmt = 0;
BuffFadeByEffect(SE_DivineSave);
//Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

SetHP(1);

if (aabonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (itembonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (spellbonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

SpellOnTarget(4789, this);
SendHPUpdate();
return true;
}
}
}
return false;
}

Shouldn't it be:
Code:
bool Mob::TryDivineSave() {

/*
How Touch of the Divine AA works:
-Gives chance to avoid death when client is killed.
-Chance is determined by the AA value. (base1)
-Spell can be triggered from divine save (base2) in this case a Heal
Note: Heal value does not and should not increase from more levels of this AA.
-If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine'
is applied to the client. Determintal spell effects are removed.
*/
sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0];

if (SuccessChance)
{
if (MakeRandomInt(0, 100) <= SuccessChance)
{
int32 HealAmt = 0;
BuffFadeByEffect(SE_DivineSave);
//Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

SetHP(1);

if (aabonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (itembonuses.DivineSaveChance[1])
SpellOnTarget(itembonuses.DivineSaveChance[1], this);

if (spellbonuses.DivineSaveChance[1])
SpellOnTarget(spellbonuses.DivineSaveChance[1], this);

SpellOnTarget(4789, this);
SendHPUpdate();
return true;
}
}
}
return false;
}

Specifically, it has "SpellOnTarget(aabonuses.DivineSaveChance[1], this);" for the AA, Item, and Spell checks.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 21, 2012, 05:43:56 am
|| *id* || *name* || *effect_base_value1* || *effect_limit_value1* || *effectid1* ||
|| 1546 || Divine Intervention || 100 || 4789 || 232 ||



-- not working for me thats correct though right?



Procs 100% of the time with the AA set to 1 


Procs never... with just the spell buff ?


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 21, 2012, 05:59:33 am
Specifically, it has "SpellOnTarget(aabonuses.DivineSaveChance[1], this);" for the AA, Item, and Spell checks.

-Hate


So each type checks for the AA on the target hmmm.. ?


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 21, 2012, 07:13:18 am
So each type checks for the AA on the target hmmm.. ?

Seems to be. My level 1 wizard with 0 AAXP had DI proccing with 100% proc chance, with 50% proc chance, and then with 25% proc chance. The key is to set the limit value to the Touch of the Divine (4789). It seems to default to this cast anyway, but without some legitimate spell ID in the limit value (even though it ignores the spell and STILL goes for Touch of the Divine) then the DI will simply not trigger.

I'm writing a post on EQEMU boards about it now. Hopefully they can get it fixed in a future source.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 21, 2012, 07:16:52 am
So each type checks for the AA on the target hmmm.. ?

Seems to be. My level 1 wizard with 0 AAXP had DI proccing with 100% proc chance, with 50% proc chance, and then with 25% proc chance. The key is to set the limit value to the Touch of the Divine (4789). It seems to default to this cast anyway, but without some legitimate spell ID in the limit value (even though it ignores the spell and STILL goes for Touch of the Divine) then the DI will simply not trigger.

I'm writing a post on EQEMU boards about it now. Hopefully they can get it fixed in a future source.

-Hate


It would proc without the AA for me too.. with an OLD OLD OLD Revision of the DB .. with the newest revision though... it doesnt work


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 21, 2012, 07:39:14 am
I updated my server to whatever was current last night and it's working for me without the AAXP. Divine Intervention has effectid1 = 232, effect_base_value1 = 50, effect_limit_value1 = 4789.

-Hate


EDIT: When I get home tonight, assuming I have died before then from sleep deprivation, I will check my notes. I don't recall doing anything else, but I've slept ~3h15min last night. So...yeah


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Natedog on December 21, 2012, 08:06:25 am
Just updated to Rev2300 -- I will try in a minute heh



Ya.. i can't get it to work the way you are doing it.. I think I'm doing it wrong  :'(


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 21, 2012, 09:57:03 am
http://www.eqemulator.org/forums/showthread.php?p=215468#post215468

They acknowledge, fixed, and added to the 2301 revision. Yay


-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: Fugitive on December 21, 2012, 10:02:06 am
+1


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: lerxst2112 on December 21, 2012, 11:04:37 am

Good eyes.  I looked at that code a lot to figure out where each piece needed to go in the spell and never noticed.  Glad Sorvani fixed it, otherwise I might have felt obligated to, and I'm kinda lazy. ;)


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: marxist on December 24, 2012, 03:46:51 pm
can we get the t5 cleric self buff swapped to divine save also? holy blessing of intervention


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 24, 2012, 05:07:43 pm
Good call. I will write the update when I get home. It still will not proc correctly until next source update or recompile with the fix.

-Hate


Title: Re: Death Save and Divine Save ie DI and deathpact stuff
Post by: hateborne on December 24, 2012, 08:13:15 pm
Holy Blessing of Intervention Fix:
Code:
UPDATE spells_new SET effectid1 = 232, effect_base_value1 = 20, effect_limit_value1 = 4789 WHERE id = 10084;

Adding to master list as well.


-Hate