Search found 207 matches
- Sat Jul 09, 2016 10:41 am
- Forum: Announcements
- Topic: VGOEmu Progress
- Replies: 263
- Views: 1118480
Re: VGOEmu Progress
Awesome work guys! I need to get off my butt and get spell casting progressed to keep up!
- Fri Jul 01, 2016 7:27 am
- Forum: Wish List
- Topic: DK Torture
- Replies: 4
- Views: 1849
Re: DK Torture
The recast of a DoT at each tick is something I did and it can be removed. Some spells "pulse" at each tick and play an animation such as some roots. So I set duration spells up like that, but its clearly not supposed to work that way. I'll get around to removing it and then see about fixi...
- Mon Jun 27, 2016 1:50 pm
- Forum: Content Bugs (Closed)
- Topic: Bug 636: (Developer) I am showing 8 combat forms on...
- Replies: 4
- Views: 974
Re: Bug 636: (Developer) I am showing 8 combat forms on...
I had these all done a long time ago and something happened to them that wiped a lot of this data. So yes, its just a min level and max level thing that will be set in the database. I'll look through it tonight or tomorrow and reset the min and max levels. and get it updated.
- Tue May 17, 2016 1:10 pm
- Forum: Server Bugs (Closed)
- Topic: Bug 548: (Content) I am getting the following err...
- Replies: 4
- Views: 703
Re: Bug 548: (Content) I am getting the following err...
Probably Eagle Claw. The script should be fine.
As OncaLupe said, NPCs are not being initialized yet with stat and attributes so any attempt to debuff or buff them will fail. Hopefully soon, either Ratief or I can get around to putting in default NPC stats.
As OncaLupe said, NPCs are not being initialized yet with stat and attributes so any attempt to debuff or buff them will fail. Hopefully soon, either Ratief or I can get around to putting in default NPC stats.
- Fri May 13, 2016 6:30 pm
- Forum: Server Bugs (Closed)
- Topic: Bug 558: (Content) Lua sript error: [string
- Replies: 4
- Views: 467
Re: Bug 558: (Content) Lua sript error: [string
I believe this ability is erroring because NPCs have no attributes to debuff yet. The script is fine and the debuff code was working properly last time I tested this spell. Debuffs should be generally ok other than the fact that I haven't implemented the deactivation timers.
- Wed May 11, 2016 8:30 pm
- Forum: Game Features
- Topic: BM Abilities - Need Input
- Replies: 16
- Views: 9811
Re: BM Abilities - Need Input
DoTs and Debuffs are maintained separately. I can add a function to detect a DoT if we determine that we need one. Sorry, I meant to get on irc and get some work done tonight, but I got into the hotel later than I thought and I'm pretty beat. I'll be on pretty early tomorrow night (6pm EST-ish) and ...
- Wed May 11, 2016 9:33 am
- Forum: Game Features
- Topic: BM Abilities - Need Input
- Replies: 16
- Views: 9811
Re: BM Abilities - Need Input
Thats a crapload of stuff to put in the script. We can make that significantly simpler. I can add in a function that checks for spell line rather than spell id, which would immediately cut the function calls by around 80%. I'll be on irc tonight and we can talk about it. If you need it based on firs...
- Sat May 07, 2016 6:09 am
- Forum: Server Bugs (Closed)
- Topic: Bug 512: The health on your offensive t...
- Replies: 4
- Views: 554
Re: Bug 512: The health on your offensive t...
Agreed Xinux.
I'm happy to start refactoring that but I'm sure it'll take all of us to get it right.
I'm happy to start refactoring that but I'm sure it'll take all of us to get it right.
- Wed May 04, 2016 4:15 pm
- Forum: Server Bugs (Closed)
- Topic: New Server Crash Thread
- Replies: 29
- Views: 2978
Re: New Server Crash Thread
Thats very strange, it should have defaulted to you if you had the trainer targetted.
- Mon May 02, 2016 1:55 pm
- Forum: General Discussions
- Topic: Resists
- Replies: 20
- Views: 4046
Re: Resists
Agreed Ratief.
Great discussion all. This really helps me visualize how this system will be implemented.
Great discussion all. This really helps me visualize how this system will be implemented.