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Problem with latest eoserv 0.7.0
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Post #199771 Problem with latest eoserv 0.7.0

Ondeath hp doesnt want to recover to 50%, it used to work with 0.6


## DeathRecover (number)
# Recovers HP to a portion of it's maximum on death
DeathRecover = 50%

Player start with 0 hp and when die or create a new character

Am I missing something ;0

Also Sleep doesnt seemed to work at Inns.

aeven.name = Aeven
aeven.location = 5,41,48
aeven.innkeeper = 150
aeven.question1 = How many houses are on the Aeven map?
aeven.question2 = What is the name of the blue hair guy near Aeven square?
aeven.question3 = How much do flowers cost at the Aeven grocery?
aeven.answer1 = 20
aeven.answer2 = dan
aeven.answer3 = 120
aeven.innsleepcost = 500
aeven.innsleep = 86,4,8


8 years, 1 week ago
Post #199777 Re: Problem with latest eoserv 0.7.0

I never remember ever getting 50% hp back when you die, unless you modified your own server to do so. I always remembered respawning with 1 hp (Or maybe it is 0), and then getting 1 shot killed by anything that attacks you until you heal.

Not sure why inn wouldnt be working.

---
Former multi-server mapper.
8 years, 3 days ago
Post #199778 Re: Problem with latest eoserv 0.7.0

If players start with 0 hp, maybe double check your formulas and your min/max hp.

Inn Sleep is not supported at this time. The config that you got from somewhere showing the town inn cost will probably be converted to the proper EO main method which is:

GlobalInnCost((maxhp -hp) + (maxtp - tp))

8 years, 3 days ago
Post #199779 Re: Problem with latest eoserv 0.7.0

Thanks Apollo hp recovery upon death now working, formula had a typo in it. Does anyone have working inn sleep code I can use?

8 years, 3 days ago
Post #199780 Re: Problem with latest eoserv 0.7.0

I threw this together in my revision a long time ago so it may need some editing, but here you go.


// Player accepting to pay for inn sleep

void Citizen_Accept(Character *character, PacketReader &reader)

{


    std::unordered_map<std::string, double> formula_vars;

    character->FormulaVars(formula_vars);

    int cost = rpn_eval(rpn_parse(character->world->config["InnSleepCost"]), formula_vars);


    if(character->npc_type == ENF::Inn && character->HasItem(1) >= cost)

    {

        character->DelItem(1, cost);

        character->hp = character->maxhp;

        character->tp = character->maxtp;


        PacketBuilder reply(PACKET_CITIZEN, PACKET_ACCEPT, 4);

        reply.AddInt(character->HasItem(1));

        character->Send(reply);

    }

    else

    {

        character->StatusMsg("You don't have enough gold.");

    }

}

8 years, 3 days ago
Post #199781 Re: Problem with latest eoserv 0.7.0

Thank you

One more question :) Whats the lowest droprate I can set an item to drop ? Is it still 0.01 or can we go lower now for example 0.001?

8 years, 2 days ago
Post #199782 Re: Problem with latest eoserv 0.7.0

The drop chance uses a double, so it can definately go lower than 0.1, I never really checked how low a double could go but it should go low enough for your needs, unless you want someone to get a drop every 100 years or so.

8 years, 2 days ago
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