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* fixed bug where learning riding skill would not max it out
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* fixed crash while loading players with old skill system
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-experimental fix. Report on forums if you still loose any items with a unbugged db(pls). make sure you applied the previous necessary querys before reporting any issues.
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* Rewrote skill system. Uses a new storage system, I'll upload a converter later. This is*not* tested yet, do not use until I'm finished.
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nothing that you could or would use.
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Retarded fix, now you can double click it!!!
Thanks vbCrLf
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gm gethealthpct fix from Tanelorn (seems logical)
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*little enchant fix
PS. Also my prev. thx was to Iceman ^^
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*fixed Revive and "Wrong target" bug.
*removed 126 item split limitation
*rewritten Mage: Arcane Power, Fire Power; Warlock: Shadow Mastery NTY
*fixed roll system
*Rogue:Improved Sprint; Druid:Intensity; Warrior:Improved Berserker
thx to Icemaster,partha and Riversilk
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- finally got that little trickster that was making ruthlesness to add 2 combo points (took me 3 hours
). Rechecked code intialization and reenabled it. Hope everything goes well.
- tested and enabled rogue :
- setup
- initialization
(lol, those are talents and not soem install steps :P )
- removed some useless code from traienr system. Will not show not tested spells now.
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- rogue initiative and setup
added on_dodge and on_resist proflags and handling
all disabled until tested :P
omg we are all out of custom flags
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(i can't beleave i'm doing this)
what it does:
- if you have 75/150 riding skill, it should set it to 150/150
how to use it:
- search this text in player.cpp : "DEV, PLEASE PIMP MY RIDE"
- uncomment the next 2 lines lines , recompile and use
ps. This should not do no harm. You can use it even if you didn't get reports from player. You can use it in other revisions too, i'm just giving an example how to fix it for all players from ¦ side.
Will remove code after a few revisions since this has no place in a working rev.
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* Fixed crash when trying to respawn creatures from unloaded cells (happened with low reload times)
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* Crash fixes.
* Tweaked movement to about the best it is going to get. To the people complaining about lag/skipping issues, get a better computer! You will get movement skipping if the other player is getting below about 10fps I found to be the bare minimum for smooth movement. This makes sense, because if they're lagging it can't process input quick enough, therefore it skips, it's like lag, except the client tries to compensate for it, so instead of it moving from one place to another in a "jerk" fashion, it will "skip" as the client tries to interpolate the position. There is *nothing* we can do about this server-side really, except encourage players to lower their settings or upgrade their specs. (from compboy: "BUY AN X850, FAG, ITS ONLY 100 BUCKS)
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* Movement tweaks.
+ Introduced FastMutex class, hopefully to help debug mutex deadlocks where OwningThread=0
* Fixed crash where if a player was deleted while he was in a group it would crash.
* Fixed crash on petlearnspell
* Fixed bug where a farsight (invisible) creature would get attacked by npc's
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* Mage: Arcane Power, Spell Power, Fire Power
* Priest: Darkness
* Warlock: Shadow Mastery
Mage's day
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well since proccount was removed (tottaly agree with burl, sorry was trusting the src
) i added some cooldown to ai_agents
cooldown = casttime + duration + spcooldown (sice you are using mob spells most of the time spcooldown=0, casttime=0 (instant), Duration=0 if not aura ...maybe people will come with better formulas here)
if you wish to use this formula then execute this query
update ai_agents set spellCooldown=-1 where spellCooldown=0
(NTY and in testing faze)