Title: Aura's Post by: Expletus on January 25, 2014, 10:46:22 am Any plans to get this part up and running? I know it's a f-ton of work, but I think it would be pretty cool.
Title: Re: Aura's Post by: hateborne on January 25, 2014, 11:10:33 am Not from us. That's EQEMU side fix and I'm not sure they have any ideas how to fix it. Might want to post there. I can say with 100% certainty that this is not something Hunter or I would attempt to undertake.
It's broken in source, not EZ. -Hate Title: Re: Aura's Post by: Expletus on January 25, 2014, 01:28:22 pm Oh okay. Was just wondering, appreciate the quick response.
Title: Re: Aura's Post by: lerxst2112 on January 25, 2014, 04:23:35 pm Not really broken, just not implemented. Title: Re: Aura's Post by: Expletus on January 25, 2014, 04:26:58 pm Well reading through the eqemu site, apparently the cheesy way around all the c++ coding is to make "auras" in perl however they would go in main buff window or something...
Quote 2.) The unknown spell effect - this requires C++ knowledge to fix(and what Chaos was talking about). If you wanted to make auras function 100% then you would need to do a shit load of work, not only C++ coding but also figure out the opcodes and shit for the aura window. 3.) Me - If you just want auras to work in a hackish way, which is pulse an effect on nearby allies or mobs, this can be accomplished easily using the perl spell coding. Of course they won't go to the aura window, but making them work 95% of the way they do on live is quite easy with perl. Title: Re: Aura's Post by: hateborne on January 25, 2014, 07:05:22 pm Not really broken, just not implemented. Fair enough. I took the quick answer as I was at work but you are, as always, very correct. :-) -Hate |