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Author Topic: Death Save and Divine Save ie DI and deathpact stuff  (Read 39127 times)
Natedog
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« Reply #60 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)








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Natedog
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« Reply #61 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
« Last Edit: December 21, 2012, 05:01:04 am by Paldail » Logged

hateborne
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« Reply #62 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
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Natedog
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« Reply #63 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  Tongue  .. but pretty sure he was really busy back then
« Last Edit: December 21, 2012, 05:00:38 am by Paldail » Logged

hateborne
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« Reply #64 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
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Natedog
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« Reply #65 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  Tongue


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
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lerxst2112
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« Reply #66 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.
« Last Edit: December 19, 2012, 07:54:59 pm by lerxst2112 » Logged
Hunter
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« Reply #67 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  Tongue  .. but pretty sure he was really busy back then

I thought I pushed that through back then, will have to double check soon.
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Natedog
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« Reply #68 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.
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Hunter
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« Reply #69 on: December 19, 2012, 10:44:12 pm »

So you have to have to have the AA trained AND have the buff on you?
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Hunter - EZ Server GM
Natedog
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« Reply #70 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
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hateborne
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« Reply #71 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
« Last Edit: December 20, 2012, 12:38:56 am by hateborne » Logged

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Felony
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« Reply #72 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
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If we judged them by the content of their character, they'd be begging us to judge them by the color of their skin
Natedog
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« Reply #73 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.

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hateborne
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« Reply #74 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

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
« Last Edit: December 20, 2012, 11:03:54 am by hateborne » Logged

I'm so sorry Hunter, I tried...
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