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Re: Combat - Phase 1 Testing
Posted: Thu Oct 29, 2015 6:37 pm
by Amnath
Ah kk...well certainly thanx to Xinux for reducing the chances of a seizure, and really, just phenomenal gratitude for all who are in this. My abilities with computer code are pretty much non-existent, all I can really do is some calculus, if that would serve any purpose.
Re: Combat - Phase 1 Testing
Posted: Fri Oct 30, 2015 7:24 am
by John Adams
FYI, New Telon has been updated to current SVN (1608). Combat/movement fix should apply, along with a major rewrite of ability storage (Faux) and my own dabbling with spell damage.
Re: Combat - Phase 1 Testing
Posted: Fri Oct 30, 2015 1:30 pm
by Galladicus
Excellent. hopping in to test it asap
Re: Combat - Phase 1 Testing
Posted: Fri Oct 30, 2015 2:09 pm
by zippyzee
I'm noticing a substantial delay after striking the gataros before they start chasing. I think this is because their movement has been paused as part of their roaming script, and they are stuck until the pause timer ends. I will look to see if I have the trigger to 'unpause' them when they are in combat.
Re: Combat - Phase 1 Testing
Posted: Fri Oct 30, 2015 2:50 pm
by zippyzee
...and I have made a small change to the npcmotor code that will probably fix this. It is in dev right now but will eventually filter to New Telon.
Re: Combat - Phase 1 Testing
Posted: Fri Oct 30, 2015 7:09 pm
by John Adams
[quote="zippyzee":349sarhb]It is in dev right now but will eventually filter to New Telon.[/quote:349sarhb]
Filtered.