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AR on AoS status gump
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Rattlehead
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Post: #1
AR on AoS status gump
Hey guys, long time no see lol

umm, i noticed that AR isnt showing on the status as of the latest nightly build. i looked thru the revisions and cant find anything pertaining to physical resist which is where the AR used to show up on the last released build, so i feel like i am missing something, this post is my last resort lol

in case i didnt explain very well, i have a set of armor on with 160 AR, when i do a .show ar on my character it shows i have 160 so the armor is giving it to me, but its showing no AR on my status.

   


edit:

ok, so i am using the elem engine, and even tho theres no mention in the revisions about resphysical, i figured i would try it and it seems that sets where the AR should be going, so now to revise the question;

is this proper? i would assume that phys resist would be AR and if not then where would the AR show on the status bar?

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(This post was last modified: 12-19-2015 03:38 PM by Rattlehead.)
12-19-2015 11:52 AM
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Artyk
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Post: #2
RE: AR on AoS status gump
If you're using elemental engine, armor still exists as a variable but it gives you nothing, it is replaced by physical resist
12-20-2015 11:22 AM
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Rattlehead
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Post: #3
RE: AR on AoS status gump
yes i see that, and i am attempting to use a global player event to set physical resist with @itemequip and @itemunequip with little luck;

[EVENTS e_all_players]

on=@itemequip
resphysical = <ar>

on=@ItemUnEquip
resphysical = <ar>

of course this works fine when equipping an item, however, when you unequip the item, apparently the ar isnt updated on the character when the trigger fires, and so it doesnt set the resist with the ar minus what the item added to it, and so after the item has been removed, the resist doesnt change until i take off another item,once a whole set has been removed, the resist stays at w/e the last item gave you

and trying to calculate it and remove it by amount is next to impossible because for some reason im getting 3 different amounts, a shield for instance, it has an ar of 120, when u hover over the shield it says its armor is 135, and when you put it on it gives you 15 ar so im not sure why i am getting 3 different amounts (i know why i get 15, as its only a percent of what the item says, but of which other number? lol and why do i have 3 when i should have 2?) so its hurting my brain Tongue

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12-20-2015 11:44 AM
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Coruja
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Post: #4
RE: AR on AoS status gump
if you enable COMBAT_ELEMENTAL_ENGINE setting on sphere.ini, it will totally replace the obsolete AR with the 5 new damages/resists (ResPhysical, ResFire, ResCold, ResPoison, ResEnergy). This will change all combat calculations and also the player status gump
12-20-2015 02:05 PM
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Rattlehead
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Post: #5
RE: AR on AoS status gump
yes, i am aware, however, all my items still use AR, and its not converted to the physical res, but actually i have found some other very major problems with the latest nightly build, specifically monsters will not attack you anymore you can beat on them for a good 2 minutes before they will even try and hit you back, furthermore both player and monster will end up eventually in an almost never ending battle of misses (skeleton missed you, you missed skeleton) then eventually one will kill the other.

on the r1991 build, all is fine with the combat, back to the way it should be, they come after you, battle seems normal, all is good, however as you know, dont open your spell book or the client will crash, and on this build there is no functionality for the elemental engine, so AR is working like it was before, but no other resists of course work, and its useless not being able to use the spellbook anyway

i found a post stating the spellbook issue had been fixed in build 2284 nightly, but as you know there is no access to previous nightly builds, so atm i have 2 useless builds of 56c and im not sure what to do now lol

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12-20-2015 07:07 PM
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Coruja
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Post: #6
RE: AR on AoS status gump
not really, everything is working fine here using latest build

since you took a long time without update, you can't simply override the .exe and consider it done. Sometimes a build update requires a script update too, and if you don't update this script you will get some problems. That's why there's a few ppl here on forum getting weird problems like this. So to get latest nightly working, you must update some scripts too. You dont need to completely rewrite your entire scripts folder, but just update some mandatory scripts (like sphere.ini, sphere_msgs.scp, sphere_skills.scp, sphere_defs.scp, etc)
12-24-2015 01:17 PM
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Rattlehead
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Post: #7
RE: AR on AoS status gump
i actually started with the most recent script pack using the new ini, sphere.dic, msgs and all, and updated my scripts to use some of the new features and removed some old out dated stuff i was using in them, spent days on it. then i figure out the AR had been removed completely from the script pack monsters and realized that its not used with the new resist system, so i went back and spent forever updating my scripts and took out the AR. i know most noobs do what you said, but i have been here since 55i was released, and i have used almost every update put out between that and the last build of 56b, granted i might miss a few things like the space between D and A when dumping from the console (which actually isnt documented anywhere) and that AR was completely removed, but i am a veteran user so im not completely helpless, and not trying to sound like an asshole, but i would appreciate a bit more respect to that fact, its kinda starting to get to me tbh

i stopped using the lastest nightlies, as they are quite broke in their current condition, simply put, the monsters are broke, using the latest script pack none of the monsters will attack you even if u have it set on an event to attack when they see you, it will say u see them attacking you, but they basically just walk right by you like you arent even there, i even hit them on the way by and they still just walk right past me, after a while they will actually attack you, but nothing like they used to even in previous builds, and even then;

Skeleton misses you
Skeleton misses you
Skeleton misses you
Skeleton misses you
You miss Skeleton
Skeleton misses you
Skeleton misses you
You miss Skeleton
You miss Skeleton
Skeleton misses you
You miss Skeleton

then one or 2 hits will happen, eventually one of you will die, i tried with several combinations of NPC features in the ini, made sure that their stats were more than mine were, nothing seemed to change it.

sometimes the server hangs while using firefield and walking thru it a few times (might be others spells, may not even be the spell, i cant seem to find any other connection other than the firefield tho, and it doesnt seem to happen every time either just randomly) client locks up, server stops responding, no errors in console, no response from debugging either just freeze, closing it from the window doesnt even do anything, have to close it from task manager.

sometimes using blacksmithing to make an item as simple as a bronze shield, the item vanishes when u pick it up, get a debug code with that;

04:57:DEBUG:__ thread (3500) __ | # | _____ function _____________ | ticks passed from previous function start ______
04:57:DEBUG:>> 3500 | 0 | NetworkManager::tick | +0
04:57:DEBUG:>> 3500 | 1 | NetworkThread::tick | +0
04:57:DEBUG:>> 3500 | 2 | NetworkInput::processInput | +0
04:57:DEBUG:>> 3500 | 3 | NetworkInput::processData | +0
04:57:DEBUG:>> 3500 | 4 | NetworkInput::processData | +0
04:57:DEBUG:>> 3500 | 5 | NetworkInput::processGameClientData | +0
04:57:DEBUG:>> 3500 | 6 | PacketItemPickupReq::onReceive | +0
04:57:DEBUG:>> 3500 | 7 | CClient::Event_Item_Pickup | +0 <-- exception catch point (below is guessed and could be incorrect!)
04:57:DEBUG:>> 3500 | 8 | CChar::ItemPickup | +0
04:57:DEBUG:>> 3500 | 9 | CChar::LayerAdd | +0
04:57:DEBUG:>> 3500 | 10 | CGObList::RemoveAtSpecial | +0
04:57:DEBUG:>> 3500 | 11 | CChar::OnRemoveOb | +0
04:57:DEBUG:>> 3500 | 12 | CChar::Spell_Effect_Remove | +0
04:57:CRITICAL:"Access Violation" (0xdff77), in CClient::CClient::Event_Item_Pickup() #4 "ItemPickup"

with one of the nightlies i used, resurrect didnt work at all, had a dead player, res ahnk just gave a message that they had a feeling of holiness, res spell did nothing, healer wouldnt res them, resurrect command didnt do anything, resurrect from the admin menu didnt do anything, player remained dead, ended up having to pick up the body and switching to an older nightly, got on and resurrection worked, however standing on the body i laid down while ressing, did not equip any of the items back on him, i assumed this was becus i had the body in my pack, so we tested with a fresh kill, fresh res on body, and still did not equip previously equipped items like older versions used to, a common feature that was something i personally liked very much.

some triggers dont fire correctly,

@itemunequip for example, for some reason when referring to the player with an equipped item, whatever the item gave (resist, stats, skill modifiers, etc) doesnt update at the time the trigger fires, when firing it still shows whatever the item gave to said player, i dont know if this was supposed to be this way, but imo i was expecting to get the updated info AFTER the item was taken off, not the info from before it was taken off
@itemcreate, does nothing, doesnt fire at all, tried everything, triple checked to make sure the event was on the player, tried making items from skill menu, tried just adding it on a gm, i cant even remember everything i tried, but it didnt fire not even one time

these are only a few things i know, but they kinda make it useless in its current condition, and not even telling what else i would had found wasting anymore time trying to facilitate it, so i digressed and went back to good old 56b until we get a pre release of 56c thats usable, and on that same note, i hope that you guys manage to get something in place that makes it a bit easier for us to use our 56b scripts with some of the new stuff, the resist mostly to me, seems that the AR on items could had been used to calculate a physical res if physical res wasnt on the item, would had saved time taking it off all the sciptpack items and made custom scripts a bit more portable for the users.

i love this emulator, so ill nvr give up on it, but to say the latest nightly works just fine is an oversight, and to make it out like im not versed enough to know i need to update something as simple as core scripts or the ini file is kind of insulting considering you know ive been with this for at least 15 years if not longer, again not trying to come off like an asshole, but whether you find it correct or not, 56c is broken and useless in its current state, it isnt working 'fine' altho i do hope to see it working at least as well as 56b in the near future.

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12-25-2015 11:10 AM
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Gil Amarth
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Post: #8
RE: AR on AoS status gump
I don´t think nightly builds are broken.

Actually I am updating my old server which was 3 years outdated, and I have found a lot, and lot of changes.
Yes, at first it seems to me that some things were broken, but they aren´t, simply there is a lot of modifications.

Npcs don´t attack in guards zone, and itemunequip works to me with a Timerf 0 f_yourfunction. Itemscreate also works perfectly to me.
The attack system has been remodeled from the scratch, and it is very different to what used to be.

With a bit of patience, I had resolved problems, and is very stable now. I am using the 28 november nightly build, and I found very stable and reliable.
Sure, it´s not perfect, but saying that is unusable is a bit too far.
12-26-2015 10:13 AM
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Rattlehead
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Post: #9
RE: AR on AoS status gump
you are using the 11/28 build

i am using the 12/20 build, i have access to 4 other builds after that, and the extremely broken r1991 build that u cant use the spellbook without it crashing your client.

destard and hyloth are not guarded zones, no monsters attack here either, they just mosey on by, taking a hit on the way and not even acknowledging your existence

so, not being able to use a spell book, not getting attacked by monsters, not sure how those could be usable, thats not even including the other issues i have found, these builds may be usable for you, maybe you dont mind the monsters not attacking, maybe you dont need the spellbooks, and thats fine, but i need both of these things which makes what i have access to not usable, its not a bit far, its exactly the case for me. apparently you have found you a build you are happy with, im sure there are builds where neither or even none of these issues occur, this was the case with many many nightly builds of 56b back in the day, for a whole week or 2 almost every build was usable, then there would be the one or 2 that were not, im not bashing anyone or bitching about it, this happens on nightly builds, its just one of those things

but to tell me that having spellbooks that crash you and monsters that dont attack you, doesnt make a server unusable is going a bit to far imo, those are major features of this game, its not something that i can resolve with patience. i have stated what i have found, and gave as much information as i had to help the devs look in to it when they can, meanwhile i will stick with 56b since everything that can be facilitated there works and its usable until they can nail some things down with 56c, i would love nothing more than to take advantage of all the new features its offering, but not in the condition its in atm, the advantages it offers do not outweigh the performance in its current state

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12-26-2015 09:38 PM
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Coruja
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Post: #10
RE: AR on AoS status gump
of course with all these problems any server could be unusable. But that's the question: latest sphere builds don't have these problems. I'm using '23 dec' build on my server (70~100 players online) and it's working fine, including spellbooks opening to all clients, monsters are attacking without problems, resurrect and craft skills are working fine, etc

that's why we always ask if ppl are using correct scripts. Since a year ago the sphere development speed got increased, and many of these changes are linked to scripts and needs an script update. Like combat skills that needs "FLAGS=skf_fight" set to be considered a combat skill, craft skills needs "FLAGS=skf_craft" to be considered a craft skill, buff/debuff spells needs "LAYER=x" value set correctly to equip the spell memory on this layer, resurrect spell that needs "FLAGS=spellflag_targ_dead" to allow select dead chars as target, etc

it's like Gil Amarth said some posts ago, you must update the .exe and focus on each problem, then you will discover that everything is just matter of a missing script update. And also again, make sure that your sphere.ini is updated, there's many critical settings that has added/removed since a year ago

we are here to help, so feel free to ask us anything
PS: another quick tip is search for "warning" and "important" words on changelog (revisions.txt). Usually we use this to highlight critical must-have script updates Tongue
12-27-2015 07:38 AM
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