FAQ/QUESTIONS/OTHER STUFF

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eggmceye
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

keighn, you were so close: try imgw=500 - 500 is width, only need width, height is auto

Code: Select all

[imgw=500]https://static.planetminecraft.com/files/resource_media/screenshot/1515/miniature28821661.jpg[/imgw]



if you want a new image host try imgur
it also can physically resize pics as it hosts them I think
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

with named.txt, the multi enchants column looks like this

e1,v1:e2,v2:e3,v3:...
where e1 e2 e3 etc is the hex code for the enchant (1 is attack+, 2 is INT, 7 is def, c is inflict status etc - you can see them in eao.pkg.cpp API spec under the enum MAGPROPS

v1 v2 v3 etc are their values (in decimal) - for the 'c' infict status - look at enum health_nums for the list

so Eye of the Beholder:
2,20:c,39:c,41

int+20
regen (39dec->27hex)
mana (41dec->29hex)


Chedich wrote:
Zilverlight wrote: I noticed "c" is used for many different status, 39=regen, 40=health... but then blindness is also c,2 and speed is c,23. Yet confusion is on it's own as e,5.
Those letters are simply numbers, as in hexdecimal. 'C' would be Health status on self and 'e' possibly on use or proc on attack. The complete list of health statuses(in this case) can be found in eao.pkg.cpp.

Code: Select all

enum health_nums { 
   HN_POISONED=0, 
   HN_ASLEEP, 
   HN_BLIND, 
   HN_CHARMED, 
   HN_HELD, 
   HN_CONFUSED, 
   HN_INVISIBLE, 
   HN_POLYMORPHED, 
   HN_MEDITATING, 
   HN_DISEASED, 
   HN_FLOATING, 
   HN_HEXED, 
   HN_HALLUCINATING, 
   HN_HIDING, 
   HN_CRIMINAL,
   HN_PEERING,
   HN_BAD_BREATH,
   HN_CHOKING,
   HN_SLOWED,
   HN_LYCANTHROPY,
   HN_WEREWOLF_FORM,
   HN_CLEAVED,
   HN_XRAY_VISION,
   HN_SPEEDY,
   HN_RES_SICKNESS,
   HN_ENRAGED,
   HN_JAILED,
   HN_GAGGED,
   HN_IN_STOCKS,
   HN_SICK,
   HN_TRUESIGHT,
   HN_PROTECTION,
   HN_DISARMED,
   HN_WOUNDED,
   HN_QP,
   HN_TURNED,
   HN_BANDAGED,
   HN_DRUNK,
   HN_JUST_RESSED,
   HN_REGENERATION,  // 27
   HN_HEALTH,        // 28
   HN_MANA,          // 29
   HN_POWER,         // 2a
   HN_PILOT,         // 2b
   HN_PASSENGER,     // 2c
   HN_MOUNTED,       // 2d
   HN_FLYING,        // 2e
   HN_TRADING,       // 2f
   HN_FISHING,       // 30
   HN_MR_CLEAVED,    // 31
   HN_DETECT_TRAPS,  // 32
   HN_HIDDEN_CANT_MOVE, // 33
	HN_STONE_FORM,
	HN_HAMSTRUNG,     // 35
	HN_INFRAVISION,  //36
	HN_TIPSY,        // 37
  HN_SUN_PROTECTION, // 38
  HN_TRANSPARENT, // 39  
  HN_AUTORES, // 3a
   MAXHEALTHNUMS 
};
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

Azalynn wrote:So when you apply a pet hp wand, do you gain more benefit out of it if you do it at level 75 vs just doing it at 25?
theoretically no because it applies 1.2x hp and levelling up pet applies a multiplier to health too (2% ... ie 1.02)
and due to commutative law of maths (https://www.mathsisfun.com/associative- ... utive.html)

heath * a * b === health * b * a

(however if hp changes raw value during an evolution, that might have an impact?)
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Azalynn »

And im also assuming that its the same concept with int wands?
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Zilverlight »

eggmceye wrote:you can see them in eao.pkg.cpp API spec under the enum MAGPROPS
This file is within the euo folder? I haven't seen it at all. I have no knowledge of code btw so thank you for being patient.
Azalynn wrote:And im also assuming that its the same concept with int wands?
A pet does not gain int as it levels up. At least not yet. (to my knowledge) so the value would still be the same.
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

look in the lua thread for eao.pkg.cpp

and when he said INT he meant mana, and mana does go up in the same way as HP, ie 2% per level
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Azalynn »

eggmceye wrote:look in the lua thread for eao.pkg.cpp

and when he said INT he meant mana, and mana does go up in the same way as HP, ie 2% per level
Nah, he was right i meant int, i just wasnt thinking about it being fixed after evo when i asked.
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

in that case INT does not go up at all
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Zilverlight »

If you read 2 treasure maps, and they both spawn a chest within a few squares of each other, does one cancel out the other?

Read two, first was at 87, 55 and the second was at 87, 53. We found one chest, then dug around about 10 paces out in every direction but never found a second chest.

Just checking if this had been added as a counter-measure for people reading a hundred or more maps at once.
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Heikki »

In manual:
"Command Death SC Any player that has this buff cast on them will automatically resurrect after dying! Lasts for 10 mins. (it is not a PD preventative, and cannot be cast on self)"

I saw it can be casted on PD.. how does it work at PD? How about if you got "death ward" on and get killed on PD?
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by EmoMage »

if you die and have a stone, you get res'd (and uses stone), and if you die the second time, you perm
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Heikki »

EmoMage wrote:if you die and have a stone, you get res'd (and uses stone), and if you die the second time, you perm
So it should be never casted on PD :P. Working as it should!

EDIT TESTED WIT EMO:
I does NOT use stone!
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by EmoMage »

Heikki wrote:EDIT TESTED WIT EMO:
I does NOT use stone!
Yeah, i was surprised by that. Heikki made a new alt (for testing this) and I casted the death ward spell on him, then he went to the Lighthouse and died and was resurrected instantly with no stone in his inventory! That shocked me.
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by Comet »

I've always heard with summons or confused mobs that you get full xp as long as you get the final hit, but I noticed in my auxbox it seems xp isn't calculated from last hit but by overall damage. Eg, if a summon does half of the damage to a mob and you do the other half, you get 75% xp regardless of whether you get the last hit in (50% xp from you, plus 50% of the summon's xp). Is that true, or is the auxbox messing up? I really hope it's the auxbox, because I found an addled hatchet XJ and I really want to use it X-D .
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

Zilverlight wrote:If you read 2 treasure maps, and they both spawn a chest within a few squares of each other, does one cancel out the other?

Read two, first was at 87, 55 and the second was at 87, 53. We found one chest, then dug around about 10 paces out in every direction but never found a second chest.

Just checking if this had been added as a counter-measure for people reading a hundred or more maps at once.
yeh - if they were exact same co-ords then the 1st gets clobbered by the 2nd (just checked src)
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

EmoMage wrote:
Heikki wrote:EDIT TESTED WIT EMO:
I does NOT use stone!
Yeah, i was surprised by that. Heikki made a new alt (for testing this) and I casted the death ward spell on him, then he went to the Lighthouse and died and was resurrected instantly with no stone in his inventory! That shocked me.
I read these curious posts and checked the source and sure enough, SC will prevent a perm death!
I really wonder if this should be the case? I feel like for safety's sake that SC should be simply completely disabled on any PD server.
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

Comet wrote:I've always heard with summons or confused mobs that you get full xp as long as you get the final hit, but I noticed in my auxbox it seems xp isn't calculated from last hit but by overall damage. Eg, if a summon does half of the damage to a mob and you do the other half, you get 75% xp regardless of whether you get the last hit in (50% xp from you, plus 50% of the summon's xp). Is that true, or is the auxbox messing up? I really hope it's the auxbox, because I found an addled hatchet XJ and I really want to use it X-D .
hmf, ignoring necromancers, this is how a summon's dmg is translated to xp. I don't remember how it works: I'm just translating the c++ into english

on reg (and prob all servers) the variable xp_from_summons is set to 0.5
say mob has 100hp
say your pet does 50hp damage and you do 50hp damage

during the fight, you map 50 damage
your pet maps (1 - 0.5) damage (25) (as in 1 - xp_from_summons)
and map 0.5 the damage (25) (where 0.5 is the variable xp_from_summons)

so you map 75 dmg total and the pet maps 25, which sounds right.


Now when that is translated into xp when the mob dies, all the damage inflictors get their bit of xp cake. The total damage taken is remembered by the mob, which is 100.
The proportion is worked out.
So the player is 75/100 -> 0.75
the summon is 25/100 -> 0.25
that 75 xp the player earned is split (not discussing that formula here) among the party
the 25xp the summon earned goes into thin air, as summons don't get xp

SO I'm pretty sure final hit has nothing to do with it - however that is how it used to work. Also after playing Dota, where last-hits are a thing, I could imaging bringing that mini game back to euo - where you let your summons do 90% of the damage then you do all the last hits for all the xp ....
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by LaughingCoyote »

eggmceye wrote: I read these curious posts and checked the source and sure enough, SC will prevent a perm death!
I really wonder if this should be the case? I feel like for safety's sake that SC should be simply completely disabled on any PD server.
Instead of losing a 8th circle spell, could it be re-purposed? Or at least get a replacement? I never used it in party because of the double whammy death fear, but now it sounds risky but OP.
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by EmoMage »

eggmceye wrote:
EmoMage wrote:
Heikki wrote:EDIT TESTED WIT EMO:
I does NOT use stone!
Yeah, i was surprised by that. Heikki made a new alt (for testing this) and I casted the death ward spell on him, then he went to the Lighthouse and died and was resurrected instantly with no stone in his inventory! That shocked me.
I read these curious posts and checked the source and sure enough, SC will prevent a perm death!
I really wonder if this should be the case? I feel like for safety's sake that SC should be simply completely disabled on any PD server.
i kinda like it the way it is! if you think you're immortal with death ward casted on you, but it runs out, you still Perm. Sounds like a "that's what you get you cheatin bastard" to me. X-D X-D X-D X-D X-D X-D X-D
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: FAQ/QUESTIONS/OTHER STUFF

Post by eggmceye »

I don't know how it should work. I searched forums for ideas and didn't find much. You instantly res with 1/3 hp which sounds dangerous. Myabe I could start logging when it happens and revisit it in a month to see if it's worth worrying about.
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