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[COMPLETE] Misc. OSI differences

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Tempest

Knight
[COMPLETE] Misc. OSI differences

  • When lifting a certain amount from a stack of any item, the lifted item does not create a whole new pile of the said amount if the container it is dropped in cannot hold it, it returns everything back to the original pile.
  • Silver Serpents do not run/chase as fast and Lethal poison less likely. Exact speed and poison chance are not known.
  • The Thunderstorm damage ranges in regard to skill are: 10.0 - 47.9 = 11, 48.0 - 71.9 = 12, 72.0 - 95.9 = 13, 96.0 - 119.9 = 14, 120.0 = 15
    Thunderstorm is affected by SDI, but is not affected by the Evaluating Intelligence or Inscription skills. The SDI cap for Pvp is 15% from items. [FIXED], awaiting implementation.]
  • All spells have a target range of 10 tiles, except for Teleport, which is 11.
  • Wither has a radius of 4 tiles.
  • Summoned Familiars do not get aggro'd by anything. Shadow Wisps and Horde Minions do not aggro at all even if you are currently in combat. Vampire Bats, Dark Wolves, and Death Adders only aggro and attack mobiles that the owner has flagged/tabbed on ONLY if they position their familiar to be right next to the attacked/attacking mobile. All familiars auto follow their owners at speeds comparable to that of escorts/rescued prisoners.
  • A 20 skill human will detect all traps in a 5 tile radius with 100% success. Running on foot they are detected from a 3-5 tile range.
  • One can gain in the Spellweaving skill casting Arcane Focus alone on a pentagram, however one cannot get a focus but the skill check occurs before the weaver count check.
  • Overlords/minions take damage from spells even from full health and have about a 10% chance of returning about 14 damage.
  • Controllers parablow and reveal.
  • Paralyzed mobiles are surrounded by a sparkle animation similar to that of Discorded mobiles.
  • When you break a check bigger than your bankbox can hold, the remainder of the gold stays in a check form in your bank. Your bankbox allows you to create a check for gold even if you are at the maximum item limit.
  • Champion spawns change tiers 1 red skull sooner.
  • When you heal a red, you are not flagged as a criminal unless you actually heal damage. Red healers do not resurrect criminals.

Edit: The SDI cap for Thunderstorm is 15% in Pvp and uncapped in Pvm.
Evil omen increases the level of poison for shurikens. Shuriken hit chance should pit Ninjitsu skill versus opponent's Combat skill, rather than 100% success at 65 Ninjitsu skill.
Edit: Spike traps should only deal 3-4 damage to someone with 70 Physical resist.
 

psz

Administrator
Re: Misc. OSI differences

Running speed for serpents (or any other creature) are handled by the Active Speed (The lower the number, the faster they move)

See my other posts regarding this for a better example

As for LoS: OSI's LoS is, was, and will always be broken when compared to RunUO or any OTHER game for that matter. It doesn't handle Z very well in a lot of cases. This isn't something that can easilly be fixed without breaking a lot of stuff.
 
Re: Misc. OSI differences

Hyphy Train;566813 said:
  • The Thunderstorm damage ranges in regard to skill are: 10.0 - 47.9 = 11, 48.0 - 71.9 = 12, 72.0 - 95.9 = 13, 96.0 - 119.9 = 14, 120.0 = 15
  • Thunderstorm is affected by SDI, but is not affected by the Evaluating Intelligence or Inscription skills. The SDI cap for this spell is not tested in Pvp, but I suspect it is capped at 15. Further testing will be done.


Did you have an arcane focus when you tested it? Or it's without it?
 

Tempest

Knight
Re: Misc. OSI differences

psz;566834 said:
Running speed for serpents (or any other creature) are handled by the Active Speed (The lower the number, the faster they move)

See my other posts regarding this for a better example

As for LoS: OSI's LoS is, was, and will always be broken when compared to RunUO or any OTHER game for that matter. It doesn't handle Z very well in a lot of cases. This isn't something that can easilly be fixed without breaking a lot of stuff.

Yeah, I figured as much. Btw I somewhat knew that you would give that answer but I said what the hell might as well give it a shot. =P

osd_daedalus;566837 said:
Did you have an arcane focus when you tested it? Or it's without it?

Without arcane focus. Alone on test. :(

EDIT: Thunderstorm damage is capped at 15% for Pvp.
 

Nikki_Demise

Bug Hunter
Re: Misc. OSI differences

Hyphy Train;566813 said:
  • The Thunderstorm damage ranges in regard to skill are: 10.0 - 47.9 = 11, 48.0 - 71.9 = 12, 72.0 - 95.9 = 13, 96.0 - 119.9 = 14, 120.0 = 15
    Thunderstorm is affected by SDI, but is not affected by the
Edit: The SDI cap for Thunderstorm is 15% in Pvp and uncapped in Pvm.

Without arcane focus.

Fixed

Code:
Index: Spells/Spellweaving/Thunderstorm.cs
===================================================================
--- Spells/Spellweaving/Thunderstorm.cs    (revision 321)
+++ Spells/Spellweaving/Thunderstorm.cs    (working copy)
@@ -27,8 +27,20 @@
             {
                 Caster.PlaySound( 0x5CE );
 
+                double skill = Caster.Skills[SkillName.Spellweaving].Value;
+
+                //Below 48 skill damage is 11 the rest scales by skill
+                int damage = Math.Min( 11, 10 + (int)(skill / 24) ) + FocusLevel;
+
+                int sdiBonus = AosAttributes.GetValue( Caster, AosAttribute.SpellDamage );
+                        
+                if ( m.Player && Caster.Player && sdiBonus > 15 )
+                    sdiBonus = 15;
+                        
+                damage *= ( 100 + sdiBonus );
+                damage /= 100;
+
                 int range = 2 + FocusLevel;
-                int damage = 15 + FocusLevel;
                 TimeSpan duration = TimeSpan.FromSeconds( 5 + FocusLevel );
 
                 List<Mobile> targets = new List<Mobile>();
 

Attachments

  • Thunderstorm.zip
    564 bytes · Views: 1

gilgamash

Knight
Re: Misc. OSI differences

Hyphy Train;566813 said:
1) Wither has a radius of 4 tiles.
2) Summoned Familiars do not get aggro'd by anything. Shadow Wisps and Horde Minions do not aggro at all even if you are currently in combat. Vampire Bats, Dark Wolves, and Death Adders only aggro and attack mobiles that the owner has flagged/tabbed on ONLY if they position their familiar to be right next to the attacked/attacking mobile. All familiars auto follow their owners at speeds comparable to that of escorts/rescued prisoners.

I will work on those 2.
 
Re: Misc. OSI differences

Hyphy Train;566813 said:
  • Wither has a radius of 4 tiles.

Here is it. I have flagged it as ML because the only place where I have found this reported is in the FoF 24 October 2008.

Code:
Index: Scripts/Spells/Necromancy/Wither.cs
===================================================================
--- Scripts/Spells/Necromancy/Wither.cs    (revision 329)
+++ Scripts/Spells/Necromancy/Wither.cs    (working copy)
@@ -42,7 +42,7 @@
                 {
                     List<Mobile> targets = new List<Mobile>();
 
-                    foreach ( Mobile m in Caster.GetMobilesInRange( 5 ) )
+                    foreach ( Mobile m in Caster.GetMobilesInRange( Core.ML ? 4 : 5 ) )
                         if ( Caster != m && Caster.InLOS( m ) && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) )
                             targets.Add( m );
 
Re: Misc. OSI differences

So, these are things that was discussed in IRC yesterday, I was just PMing Gisela about, but since other people are coming, I'll tell you in public.

Mark is in the situation to look for 2 or 3 shards at same time, and yes he is not looking to Demise as ASayre used to be before he disappeared, but when he merges for us he does it until 5 AM, and he is very angry due to flaming PMs and messages for 1 week jumped.

psz said if he was in Mark's situation, maybe he'd already said "fuck you Demise" and abandon us. Now we have seen 3 updates in 6 weeks. Before it was 2 updates (maybe) for a year.

About "small things" and "consideration for players"... we have patches sitting there for 1 month.

psz have patches sitting from 8 months.

LC have patches sitting from more than a year

and Cronus, even longer.

Just now I'm trying to merge things and I am discovering it's REALLY DIFFICULT, I'm getting loads of errors and I have to do manual merge (why patches exist then?) Only with Nikki' attachments I reach to do a good merge. But maybe it's only me I'm stupid...

That's why I was talking about unified diffs: Mark explicitely asked for it to simplify merging:
From IRC:
<Daedalus> just to notice you Mark was actively here ;)


<Nikki> Mark prefers projects be a single .diff and tweaks be a unified .diff


* Disconnesso (Connessione interrotta dall'host remoto).


<Daedalus> because you think it or because he said so?


<Nikki> <Nikki> ok so leave projects seperate but create a tweak bundle

<Nikki> <Mark> yea

<Daedalus> gotcha then

<Nikki> <Nikki> that's what I have right now each of the projects is a single .diff and each little quick fix is an individual .diff

<Nikki> <Mark> pack up all these

<Nikki> <Mark> Tweaks(Ready unless marked otherwise)

<Daedalus> that's good to know

and:

<Daedalus> hey Mark
<Daedalus> if I have well understood, do you prefer minor tweaks and corrections being collected in unified diffs?
<Mark> yea
<Daedalus> ok I'm working on them

and JUST 3 SECONDS AGO:
<Mark> psz's unified diff needed a lot of work too
<Mark> i just committed the parts that were ready and im slowly working on the parts i need to rewrite etc
<Daedalus> I can guess that...
<Daedalus> you are doing an amazing job :)
<Mark> shrug
<Mark> unified diffs will make things much faster
<Mark> its time consuming to copy paste patches
<Mark> or download, unrar, and copy over a 4 line patch
<Mark> etc
<Daedalus> hehe, I am discovering it just now :/
<Mark> if i can get them all chunked, i can go a lot faster
<Mark> i told nikki and psz to do unified too
<Mark> that will help significantly

That's all. Nothing else :)

So, let's continue. I'll get all minor tweaks and corrections that are ready and I'll merge in a megapatch. Ok?

Come on people, next time you will stay marvelled/scared by quantity of fixes!
 

Xyle

Wanderer
Re: Misc. OSI differences

speaking of serpants, orange petals use to protect against the poison.
 
Re: Misc. OSI differences

Nikki_Demise;566858 said:
Fixed

Code:
Index: Spells/Spellweaving/Thunderstorm.cs
===================================================================
--- Spells/Spellweaving/Thunderstorm.cs    (revision 321)
+++ Spells/Spellweaving/Thunderstorm.cs    (working copy)
@@ -27,8 +27,20 @@
             {
                 Caster.PlaySound( 0x5CE );
 
+                double skill = Caster.Skills[SkillName.Spellweaving].Value;
+
+                //Below 48 skill damage is 11 the rest scales by skill
+                int damage = Math.Min( 11, 10 + (int)(skill / 24) ) + FocusLevel;
+
+                int sdiBonus = AosAttributes.GetValue( Caster, AosAttribute.SpellDamage );
+                        
+                if ([COLOR=Red] m.Player [/COLOR]&& Caster.Player && sdiBonus > 15 )
+                    sdiBonus = 15;
+                        
+                damage *= ( 100 + sdiBonus );
+                damage /= 100;
+
                 int range = 2 + FocusLevel;
-                int damage = 15 + FocusLevel;
                 TimeSpan duration = TimeSpan.FromSeconds( 5 + FocusLevel );
 
                 List<Mobile> targets = new List<Mobile>();

m is not declared there, and won't compile. Can you do something about?
 

Nikki_Demise

Bug Hunter
Re: Misc. OSI differences

osd_daedalus;573313 said:
m is not declared there, and won't compile. Can you do something about?

Already did just thought the fix got lost and didn't worry about it.
 

Attachments

  • Thunderstorm.zip
    642 bytes · Views: 2
Re: Misc. OSI differences

Nikki_Demise;573317 said:
Already did just thought the fix got lost and didn't worry about it.

you used Math.Min instead of Math.Max. The correct version is included in the megadiff.
 
Re: [TESTING] Misc. OSI differences

LadyCrimson;590360 said:
Was this already implemented or should it go to [READY]

Hmmm... for these you can flag "complete"

  • The Thunderstorm damage ranges in regard to skill are: 10.0 - 47.9 = 11, 48.0 - 71.9 = 12, 72.0 - 95.9 = 13, 96.0 - 119.9 = 14, 120.0 = 15
    Thunderstorm is affected by SDI, but is not affected by the Evaluating Intelligence or Inscription skills. The SDI cap for Pvp is 15% from items. [FIXED], awaiting implementation.]
  • All spells have a target range of 10 tiles, except for Teleport, which is 11.
  • Wither has a radius of 4 tiles.
  • Champion spawns change tiers 1 red skull sooner.

for these you can flag "duplicate"
  • Summoned Familiars do not get aggro'd by anything. Shadow Wisps and Horde Minions do not aggro at all even if you are currently in combat. Vampire Bats, Dark Wolves, and Death Adders only aggro and attack mobiles that the owner has flagged/tabbed on ONLY if they position their familiar to be right next to the attacked/attacking mobile. All familiars auto follow their owners at speeds comparable to that of escorts/rescued prisoners.
  • Paralyzed mobiles are surrounded by a sparkle animation similar to that of Discorded mobiles.
I'm not sure for the rest :-/
 

LadyCrimson

Wanderer
Re: [TESTING] Misc. OSI differences

I desperately detest multiple bugs/fixes in one report...... I deal with it daily at work and now this... LOL
 

Athena

Account Terminated
Re: [TESTING] Misc. OSI differences

This thread can be moved, the two remaining problems are being covered in other threads.
 
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