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Combat - Phase 1 Testing

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Amnath
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Joined: Tue Aug 05, 2014 9:49 pm
Re: Combat - Phase 1 Testing
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Post by Amnath » Thu Oct 29, 2015 6:37 pm

Ah kk...well certainly thanx to Xinux for reducing the chances of a seizure, and really, just phenomenal gratitude for all who are in this. My abilities with computer code are pretty much non-existent, all I can really do is some calculus, if that would serve any purpose.
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John Adams
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Re: Combat - Phase 1 Testing
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Post by John Adams » Fri Oct 30, 2015 7:24 am

FYI, New Telon has been updated to current SVN (1608). Combat/movement fix should apply, along with a major rewrite of ability storage (Faux) and my own dabbling with spell damage.
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Galladicus
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Joined: Sat Jul 04, 2015 10:25 am
Re: Combat - Phase 1 Testing
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Post by Galladicus » Fri Oct 30, 2015 1:30 pm

Excellent. hopping in to test it asap
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zippyzee
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Re: Combat - Phase 1 Testing
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Post by zippyzee » Fri Oct 30, 2015 2:09 pm

I'm noticing a substantial delay after striking the gataros before they start chasing. I think this is because their movement has been paused as part of their roaming script, and they are stuck until the pause timer ends. I will look to see if I have the trigger to 'unpause' them when they are in combat.
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zippyzee
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Re: Combat - Phase 1 Testing
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Post by zippyzee » Fri Oct 30, 2015 2:50 pm

...and I have made a small change to the npcmotor code that will probably fix this. It is in dev right now but will eventually filter to New Telon.
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John Adams
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Re: Combat - Phase 1 Testing
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Post by John Adams » Fri Oct 30, 2015 7:09 pm

[quote="zippyzee":349sarhb]It is in dev right now but will eventually filter to New Telon.[/quote:349sarhb]
Filtered.
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