[Development] 4267 conquer server.

02/13/2010 19:25 ImmuneOne#31
Is this attack calculation correct?
02/13/2010 20:01 pro4never#32
Looks mostly right but I think you may have your defence sequence messed up.. I think some of the stuff goes before defense reduction


I think its

damage - bless - tort - rebirths - defense amount - tali final reduction (not an issue as this is co1... nor is bless or tort unless you were to add them in)

I haven't been active enough on real co forum to know exact steps but that's the way I remember it going.


Also @ arrows being reduced by shield. Arrows are BLOCKED by shield based on a percentage chance calculation (increased slightly by shield proff if I remember correctly). The actual arrows don't do less damage, there is simply a high percent chance for them to be completely blocked for that hit.

This is not in effect for scatter (although you could code it that way and give warriors a bit of a leg up)

@ magic defense.


Wasn't magic percentage defensed capped at 80 and not 90? Again it's been a long time but that's what I remember it being...


It should be

Magic damage - blessed % - tort % - rebirth bonus - magic % defense - magic defense (pure number, not a percentage, any magic % defense over the cap continues over to here to provide some (very) small benefit).
02/13/2010 21:32 Nullable#33
UPDATE:
Npc's first summon
02/13/2010 22:30 Korvacs#34
Nice, are you using an existing database?
02/13/2010 22:51 andyd123#35
It would appear as though you are using an existing Conquer 2 npc database, because obviously some of your npc models are incorrect.

Quote:
Originally Posted by Nullable View Post
We don't access hard-drives nor search through processes(although we enumerate modules running in the conquer process but you already excluded that), and however anyone who wants to use a proxy has only 3 minutes before his or her client gets banned..
I don't think we violate any end user privacy rights as we never read data related to anything running outside the boundaries of the conquer client

Thanks for stating some info though :P
No problem. Just wanted to state that, because DMC and the laws regarding digital copyright are very hard to deal with.
02/13/2010 23:08 ImmuneOne#36
#UPDATE
-Actions, hotkeys and direction implemented.

Can anyone give me a dump with the correct npcspawn data of patch 4267?
02/14/2010 04:43 Nullable#37
Quote:
Originally Posted by Korvacs View Post
Nice, are you using an existing database?
Yes, i could't find a 1.0 database so i dumped a 2.0 one, that's not the problem though it was just an attempt to spawn npcs :}

Andy: Thanks again :p
02/14/2010 06:08 andyd123#38
I seriously doubt ANYONE has a 4267 npc table to give you lol. If I recall, we didn't even have private servers back then.
02/14/2010 06:13 Nullable#39
Quote:
Originally Posted by andyd123 View Post
I seriously doubt ANYONE has a 4267 npc table to give you lol. If I recall, we didn't even have private servers back then.
Then I'll have to create one myself :P
02/14/2010 07:20 Nullable#40
UPDATE:
Npcs fixed? :p
EDIT:
damn sorry about double post -.-
02/14/2010 07:26 lostsolder05#41
Nice, looks like you guys are doin pretty good,:P
02/14/2010 07:51 Nullable#42
Quote:
Originally Posted by lostsolder05 View Post
Nice, looks like you guys are doin pretty good,:P
Thanks :P
UPDATE:
Npc replies getting parsed, still finishing the packets, will post the pictures later on :)

UPDATE 2:
Check out the picture :)
02/14/2010 11:22 ImmuneOne#43
#Update
- Had a problem with that only the things around me got spawned on login - Solved now.
- Started coding on some npcs now
- Teleporting works.
- Working on spawning other players now and mobs.
02/14/2010 11:53 Korvacs#44
Bah lol, im building my own database so i have 1 npc at the moment >_>
02/14/2010 14:50 ImmuneOne#45
#UPDATE
Players can see eachother and talk with eachother now.

Screenshot

#UPDATE 2
- Trading implemented.

#UPDATE 3
- Implemented viewing others gear