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  #1 (permalink)  
Old 08-07-2007, 03:27 PM
thothramerkaba's Avatar
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Location: Some Vortex in Oklahoma
Posts: 74
Changes to Player.cpp

I have found the area of Player.cpp that awards item "procs" off of killing blows, some classes have abilities and there are a ton of trinkets that do this as well. Well once you hit level 70 they stop working because nothing awards you EXP any more. The adjustment is quite simple but untested.
If you have an unedited Player.cpp make the following changes.

Line #1232 should read
Code:
return;
Select line #1232 and paste the following in it's place.
Code:
{
 HandleProc(PROC_ON_GAIN_EXPIERIENCE, this, NULL);
 return;
}
And this should award you the "procing" abilities even at level 70. Known classes to test this with are the rogues Remorselessnesssss talent and the warrior ability Victory Rush, also there are a ton of trinket that have the ability "procs" for awarded exp or honor.
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Old 08-07-2007, 03:40 PM
thothramerkaba's Avatar
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Location: Some Vortex in Oklahoma
Posts: 74
Update to Player.cpp

There is a bug with some players having more than 61 talent point through GM intervention. Since there are multiple commands to adjust the level of a player there are going to be multiple places where this bug exists but I may have found the core of the problem.
Change line #6704 of player.cpp from..
Code:
if(Level >= 10)
 TalentPoints=Level-9;
to read
Code:
if(Level >= 10)
{
	TalentPoints = Level - 9;
	if(TalentPoints>61)
	{
		Reset_Talents();
		TalentPoints=61;
	}
}
This will reset their outstanding talents, and give them the max if they are over the limit.

Last edited by thothramerkaba : 08-07-2007 at 03:51 PM.
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Old 08-07-2007, 04:27 PM
thothramerkaba's Avatar
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Join Date: Jul 2007
Location: Some Vortex in Oklahoma
Posts: 74
Update to Spell.cpp

Thrown items delete the item as opposed to removing 1 durability. The fix for this is as follows.
Change lines #2057 to read REPLACE THE ENTIRE IF STATEMENT!!
Code:
if(it)
 it->SetDurability(it->GetDurability()-1);
The project is building with all the mods I made today, I will post if it does or does not compile.
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Old 08-07-2007, 04:32 PM
thothramerkaba's Avatar
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Location: Some Vortex in Oklahoma
Posts: 74
Red face It Compiled!

All of the previous updates I posted compiled with no errors, now lets implement them on a test server, test them out, and see if it works/crashes.
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Old 08-07-2007, 05:38 PM
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Posts: 1,227
My Mood:
Looking good buddy. I need to save all these snippets for when we grab the newest SVN this weekend. Check out http://www.ascentemu.com if you really want to dive head deep into the core.

Good work.
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Old 08-08-2007, 12:08 AM
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Thanks, I got the SVN today so it should be recent.
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Old 08-08-2007, 01:36 AM
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Posts: 41
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Man i could study in this for years and still wonder what the hell you going on about lol...Nice work.

We appreciate all your efforts man me especially for making this server even better take a bow !!!!!!!!
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Old 08-08-2007, 01:38 AM
thothramerkaba's Avatar
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Location: Some Vortex in Oklahoma
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I won't be satisfied until I nerf the hell out of the paladin stun lock bug.
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Old 08-08-2007, 12:15 PM
thothramerkaba's Avatar
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Location: Some Vortex in Oklahoma
Posts: 74
Dimishing Returns

Someone thought it would be nice for an initial 15 second DR, then a 7.5, then a 5.. This is a little over powered and is the source of the paladin stun lock bug. On live servers the Diminishing Returns start at 45 seconds, I suggest we make the same change.

In SPELLS.CPP
line #3741
Code:
Target->m_diminishTimer[Grp] = 45000;
This will increase the timer to 45 seconds.
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Old 08-08-2007, 02:34 PM
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The Paladin stun lock is due to a 100% chance on hit 2 second stun; instead of a 12% chance on hit 2 second stun.
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