Search found 1365 matches
- Wed Jan 13, 2016 5:25 pm
- Forum: General Discussions
- Topic: Damage over time spells
- Replies: 16
- Views: 2567
Re: Damage over time spells
Let me think on it. Our parameters can be anything we want, so they could also include more than just numeric data. Also, we should definitely not over-complicate things by putting parameters into spell_data in the order they are in a string of text description. I'll come up with something, or I'll ...
- Wed Jan 13, 2016 4:34 pm
- Forum: General Discussions
- Topic: Damage over time spells
- Replies: 16
- Views: 2567
Re: Damage over time spells
Hmm, I may be confusing what you're saying, but we should absolutely know what "order" the spell_data is set up in, that's what the index value is for. Are we not storing that in the vector/map? Or is this some completely bizarre VG-spells sorcery that makes no sense in the real world?
- Wed Jan 13, 2016 2:45 pm
- Forum: General Discussions
- Topic: Damage over time spells
- Replies: 16
- Views: 2567
Re: Damage over time spells
Well this: function cast(Caster, dmgType, dmgMin, dmgMax) SpellDamage(Caster, dmgType, 0) end is not going to do anything. dmgMin of 0 is not going to generate aggro. When I say do the initial damage in cast, I mean the first mathematical split of the total / frequency, since the start of frequency ...
- Wed Jan 13, 2016 1:22 pm
- Forum: General Discussions
- Topic: Damage over time spells
- Replies: 16
- Views: 2567
Re: Damage over time spells
Oh, I think my (new) issue then is that SpellDamage (if in the function cast()) is not generating aggro. Only when the first tick landed did the mob come at me.
- Wed Jan 13, 2016 7:48 am
- Forum: General Discussions
- Topic: Damage over time spells
- Replies: 16
- Views: 2567
Re: Damage over time spells
Faux, I had a bolt-of-lightning moment about this. Rather than change your Tick start, why don't we just do the initial round of damage for the DoT in the function cast()? I believe that's how I was scripting them anyway, to do the first dot damage, then the tick would take over to finish the rest.
- Mon Jan 11, 2016 8:34 am
- Forum: Server Bugs (Closed)
- Topic: Titles Not Showing
- Replies: 5
- Views: 1478
Re: Titles Not Showing
Updated, both servers.
- Thu Jan 07, 2016 9:46 pm
- Forum: Announcements
- Topic: VGOEmu Progress
- Replies: 263
- Views: 1123717
Re: VGOEmu Progress
Here's a quick fly-through of the new content I just pushed to our dev server (Targonor) for validation. Hopefully the content team will give me the thumbs up and we can begin building the world - for real this time.
https://youtu.be/bxXCyCRKGy0
https://youtu.be/bxXCyCRKGy0
- Tue Jan 05, 2016 6:15 pm
- Forum: Announcements
- Topic: VGOEmu Progress
- Replies: 263
- Views: 1123717
Re: VGOEmu Progress
That is a great summary of a years worth of hard work.
- Tue Jan 05, 2016 8:09 am
- Forum: Off-Topic
- Topic: Smedley Bombshell
- Replies: 4
- Views: 8099
Re: Smedley Bombshell
There is hope that we will get an approving "nod" someday, but likely only after the game is actually playable and valid in that respect. I appreciate Smed's words about our teams who work so hard. It's nearly impossible to trust people "on the internet", so I certainly respect t...
- Fri Jan 01, 2016 7:10 am
- Forum: Announcements
- Topic: Happy New Year 2016!
- Replies: 5
- Views: 13155
Happy New Year 2016!
From all of us at the VGOEmulator.net Project, we wish everyone a happy and prosperous new year in 2016! For us, our goals are simple: Continue to revive this much loved and beautiful game for players to enjoy for years to come. I cannot promise the game will be completed this year, as there is a vi...