I added some special rooms that might of broke damage, if everyone could make sure dodge, deflect/absorb, regular attacks, healing, and damage spells (check leech mainly) would be great.
The formulas are the same but check each time you are hit that the HP reduction or gain is valid. Thanks.
Check damage/heals/etc
Re: Check damage/heals/etc
As far as dmg and dodge goes it seems to be working as normal. Still need to check heals and leech
Re: Check damage/heals/etc
Leech is screwy.
You cast leech at a rotting dead for 0 points of damage!
You cast leech at a rotting dead for 0 points of damage!
You cast leech at a rotting dead, but he is unaffected!
A rotting dead attacks you with his bone dagger for 200 points of damage!
You cast leech at a rotting dead, but he is unaffected!
You cast leech at a rotting dead for 0 points of damage!
You cast leech at a rotting dead, but he is unaffected!
You cast leech at a rotting dead for 0 points of damage!
Also I casted ROT on a mob and it worked.
You cast rot at a rotting dead for 121 points of damage!
A rotting dead looks ill...
What was weird is when I moved off the square the mob was on I could still here the sound it makes when you attack something. Rot was ticking on that mob and I could hear it a square away each time it ticked on the mob until the spell wore off.
You cast leech at a rotting dead for 0 points of damage!
You cast leech at a rotting dead for 0 points of damage!
You cast leech at a rotting dead, but he is unaffected!
A rotting dead attacks you with his bone dagger for 200 points of damage!
You cast leech at a rotting dead, but he is unaffected!
You cast leech at a rotting dead for 0 points of damage!
You cast leech at a rotting dead, but he is unaffected!
You cast leech at a rotting dead for 0 points of damage!
Also I casted ROT on a mob and it worked.
You cast rot at a rotting dead for 121 points of damage!
A rotting dead looks ill...
What was weird is when I moved off the square the mob was on I could still here the sound it makes when you attack something. Rot was ticking on that mob and I could hear it a square away each time it ticked on the mob until the spell wore off.
Re: Check damage/heals/etc
Priest heals are broke as well
hmm after I moved off the square to a safe square I could still hear the attack sound for a bit ticking away but I never casted anything with my priest
Error in ProcessSpell(argv=p8, Index=-1, isPlayerUse=True, instanceIndex=8, instanceName=Preacher, isPlayer=True, isNPC=False, isRoom=False, isItem=False, isQuest=False, exception=NLua.Exceptions.LuaScriptException: C:\EOServer\Scripts\Spells\heal.lua:13: invalid arguments to method call, stacktrace= at EOServer.clsLua.LogError(MethodBase method, Exception ex, Object[] values)
at EOServer.clsLua.ProcessSpell(String argv, Int32 Index, Boolean isPlayerUse)
at EOServer.modFunctions.processData(Int32 Index, Byte dataChannel, String Data)
at EOServer.SessionClass.receiveData(IAsyncResult ar)
at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
at System.Net.Security._SslStream.ProcessFrameBody(Int32 readBytes, Byte[] buffer, Int32 offset, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security._SslStream.ReadFrameCallback(AsyncProtocolRequest asyncRequest)
at System.Net.AsyncProtocolRequest.CompleteRequest(Int32 result)
at System.Net.FixedSizeReader.CheckCompletionBeforeNextRead(Int32 bytes)
at System.Net.FixedSizeReader.ReadCallback(IAsyncResult transportResult)
at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Net.ContextAwareResult.Complete(IntPtr userToken)
at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)
)
hmm after I moved off the square to a safe square I could still hear the attack sound for a bit ticking away but I never casted anything with my priest
Re: Check damage/heals/etc
Guardian heal brings up the same error script as priest
Re: Check damage/heals/etc
So cure seems to work just fine. It's heal that is broken and leech
well wait a minute. I was cating leech on a rotting dead. It would give any health being an undead would it?
well wait a minute. I was cating leech on a rotting dead. It would give any health being an undead would it?
Re: Check damage/heals/etc
nvm leech is broken
Re: Check damage/heals/etc
Fixed HEAL.
I don't get it with leech, where were you testing?
You cast leech at a rotting dead for 151 points of damage!
You leeched 37 hit points!
You cast leech at a rotting dead for 145 points of damage!
You leeched 36 hit points!
You cast leech at a rotting dead for 131 points of damage!
You leeched 32 hit points!
I don't get it with leech, where were you testing?
You cast leech at a rotting dead for 151 points of damage!
You leeched 37 hit points!
You cast leech at a rotting dead for 145 points of damage!
You leeched 36 hit points!
You cast leech at a rotting dead for 131 points of damage!
You leeched 32 hit points!
Re: Check damage/heals/etc
The only thing I noticed about leech was it was kinda hit and miss on if it did more than 0 damage on an undead mob. Did seem to work correctly on all other mobs and players. I have been having an issue where it will randomly no longer allow me to "type cast" spells and abilities. It'll just state "command not found".
Re: Check damage/heals/etc
Inochi wrote:The only thing I noticed about leech was it was kinda hit and miss on if it did more than 0 damage on an undead mob. Did seem to work correctly on all other mobs and players. I have been having an issue where it will randomly no longer allow me to "type cast" spells and abilities. It'll just state "command not found".
Could of been when I was working on it live, if the script breaks it breaks all your commands. It should be fixed now though, I'd double check it now, but should be okay.
Make sure the command is correct if it does occur again, maybe post what you write and the message it gives you. I don't think it should now though.
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