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Server emulator for FFXI

License: Other

CMake 0.17% Makefile 0.08% Shell 0.04% M4 0.06% Python 0.23% Lua 72.95% C++ 25.39% Objective-C 0.01% C 1.08% Dockerfile 0.01%

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topaz's Issues

Things too susceptible to bind/sleep/silence when they should be highly resistant or immune

Issue by jamiehavok
Sunday Apr 12, 2015 at 20:46 GMT
Originally opened as DarkstarProject/darkstar - Issue 1282


I noticed things are way too suscetible to bind/sleep silence etc, for example cop 2-5 mission mammets you never was able to sleep the mammets at lvl 40, you can now! Kirin at 75 can be bound and silenced for the whole fight making him way too easy. Petrifying pair bcnm 30 you can sleep the lizards, their supposed to be immune. Probably a ton of other examples. Here is a kirin example fight from a darkstar server https://www.youtube.com/watch?v=OqzoycrHjks

40 cap Mammets darkstar version https://www.youtube.com/watch?v=OyOvVlZiGb4
How it should be: https://www.youtube.com/watch?v=M9pa94E4YH4

Killing Multiple FoV/GoV targets at once

Issue by m241dan
Friday Jul 17, 2015 at 15:42 GMT
Originally opened as DarkstarProject/darkstar - Issue 1738


If you kill multiple GoV/FoV targets simultaneously, maybe only 1/3 of them will count towards your page. I can't think up a valid strategy to counteract this, some sort of lua call queue maybe? I dunno.

Alexander and Odin not dismissing properly

Issue by Altreer
Sunday Apr 12, 2015 at 00:58 GMT
Originally opened as DarkstarProject/darkstar - Issue 1277


This is just an aesthetic thing, mostly. After Odin uses Zantetsuken or Alexander uses Perfect Defense, instead of dismissing themselves like normal avatars, they just disappear instead.

Dmg of Cure and banish vs undead possibly off (needs compared with retail)

Issue by TeoTwawki
Wednesday Feb 11, 2015 at 23:01 GMT
Originally opened as DarkstarProject/darkstar - Issue 918


All mobs these mobs should not be up and already linked. Only 2 helpers should be up at a time with the archlich. fixed

Also a single whm banishaga should not be near a near one hit kill for every skeleton type mob in the game.

Stuck in party of one, cannot disband, untill I zone. Then get Ghost alliance that had disbanded.

Issue by TeoTwawki
Tuesday Jul 07, 2015 at 01:13 GMT
Originally opened as DarkstarProject/darkstar - Issue 1674


Logged in to help someone. Formed part. Other party alliances my party. Alliance had 2 partial parties before this. After killing thing, alliance leader changes zones (and his new zone is on a different map server, just FYI) alliance disbands, and my party members leaves. I am in a party of one (normal). I go to disband my party of one..Game ignores me.

Nothings special had occurred, nothing out of the ordinary, before this point. No errors in server console or log. I change zones...suddenly my party is in alliance again. The one that disbanded. At this point I was able to dissolve alliance and then disband my party.

Stun (dark magic spell) being resisted way too often

Issue by Kthulupwns
Saturday Jun 06, 2015 at 18:39 GMT
Originally opened as DarkstarProject/darkstar - Issue 1526


Not sure if its the formula itself for resistance vs dark magic skill or the spell itself, but it doesn't land nearly as much as it should, a good example would be like nin/drk or rdm drk landing stuns on tiamat fairly consistantly, whereas it's nigh impossible to land 1 10% of the time on pretty much anything over lvl 80

Weaponskills aren't including Merits

Issue by naurond
Tuesday Aug 04, 2015 at 02:22 GMT
Originally opened as DarkstarProject/darkstar - Issue 1867


There's either code missing in weaponskill.lua or too much code in battleutils/attackround.cpp

Let's take triple attack for example:

battleutils.cpp and attackround.cpp both get MOD_TRIPE_ATTACK_RATE into tripleAttack (or however they're exactly called), then checks if the character has the TA trait and if so it adds MERIT_TRIPLE_ATTACK_RATE to the tripleAttack to get the total.

weaponskill.lua only gets the MOD_TRIPLE_ATTACK_RATE but never checks for the MERIT_...

So either battleutils and attackround have a too high rate (if MOD_... already includes MERIT_...) or the weaponskills have a too low rate (if MOD_... does not include MERIT_...).

This applies to other merits for weaponskills as well, like double attack, critrate and probably some others I can't recall right now (possibly accuracy (ambush)?).

State of /shutdown resuming after logging back in

Issue by xipies
Saturday Aug 08, 2015 at 19:01 GMT
Originally opened as DarkstarProject/darkstar - Issue 1899


When I log back in, pretty much every time in the last month or so, I'm in the /shutdown kneeling position. That could probably be an issue in itself.

Sometimes, my character does not stand back up on its own. If I leave it for 5+ seconds, the shutdown counter begins again.

Current rev: 6335399
Server: Classic

Lobby server issues on secific character slots.

Issue by TeoTwawki
Tuesday Sep 23, 2014 at 02:09 GMT
Originally opened as DarkstarProject/darkstar - Issue 497


I didn't notice til I needed to create a bunch of alts to test my attempts at nexus cape with but I verified this is not a multi boxing issue and tested with a clean dsp pull & build (no modifications) before opening the issue on github.

Remember the old bug that crashed servers if you tried to log in certain characters? That was fixed a long time ago, but I think the recent client updates changed something again.

I'm seeing certain character slots unable to log in with pol-0001 after 5+ characters are created on the account.

If I move the effected characters to a different account they can log in, but at the risk of a different character on the previous account suffering the pol-0001 error.

The weird thing is, its not always the same slot across accounts. I loaded up 2 accounts to test it. account ID 1000 had slot 4 get perma stuck after creating the 5th character. Account 1001 had slot 3 get stuck instead. All other characters on both accounts are able to log in. Very interestingly, logging in directly from character creation will work. By this I mean if you delete "stuck" character and then make a new one that occupies that slot the initial zone in from char creation works (IF you don't get the invalid key crap that is) but then re-logging you see pol-0001 again.

These are NOT problems that can be fixed by resetting the character, they don't even touch the map server at all. There are no server log errors or crashes, ports and IPs are correctly set.

I'm pretty sure recent one of the client updates did it.

Incorrect behavior by BST's pet on master being hit

Issue by Mykezero
Thursday Jan 01, 2015 at 01:43 GMT
Originally opened as DarkstarProject/darkstar - Issue 735


If a BST charms a pet, and another mob aggroes and hits the BST, the BST's pet will attack that mob without any order from its master. I believe this behavior does not match the retail version's behavior but I don't know since I haven't played in a really long time.

**Edit: Sorry if this is a known bug; derped on reading the "What Works" section of the wiki...

Pathed npc's and mobs moving slowly (but animation isn't slow)

Issue by TeoTwawki
Thursday Jan 29, 2015 at 04:51 GMT
Originally opened as DarkstarProject/darkstar - Issue 866


I dunno what happened, these used to look retailish but now they animate fast and move slow. That kid in south sandy is pretty much crawling, and cactrot rapido looks like he's having a seizure as I pass him by. I should not be outrunning rapido.

MNK-type Mobs not double attacking once Charmed

Issue by BaldrDash
Thursday Feb 12, 2015 at 04:28 GMT
Originally opened as DarkstarProject/darkstar - Issue 922


Mandragora, and Sabotender will not use their signature double attacks after being Charmed by a BST, though I imagine this applies to all mobs listed as MNK types.

utils getangle divide by zero?

Issue by Jupiter065
Monday May 25, 2015 at 22:51 GMT
Originally opened as DarkstarProject/darkstar - Issue 1477


github/DarkstarProject/darkstar/blob/ad5385f30df4e8cc903b756c8ade392fd2b5e850/src/common/utils.cppDarkstar Issue L139
When I was working on Closed Position I considered using the IsFaceing function, but ended up just comparing the attacker and defender rotation. But I did notice that the getAngle function it uses seems like it would cause divide-by-zero exceptions whenever the two entities have the same x-coordinates. Is there some check for that that I'm missing somewhere? That function gets called a lot.

run out of range of mob tp move = mob gets very glitched

Issue by TeoTwawki
Monday Jun 22, 2015 at 23:31 GMT
Originally opened as DarkstarProject/darkstar - Issue 1618


things I have seen happen after outrunning a mobs tp attack as it readies it, some or all of these may or may not happen, seemingly randomly but only if I ran out of range of a tp attack it was preparing:

  • mob ceases all action: no melee, no movement, no nothing
  • mob loses ability to do anything but melee (if I am standing in range...it seems unable to follow me).
  • mob becomes unable to despawn or die properly. I can empty its HP bar and obtain drops, but it stays standing there and never keels over.
  • mob turns invisible/has no model, but can still be targeted. if the mob has not ceased action, it will continue to invisibly melee me.

DSP is missing a claim shield

Issue by Deadwing888
Tuesday Sep 08, 2015 at 19:17 GMT
Originally opened as DarkstarProject/darkstar - Issue 2052


If you try to claim a mob too quickly on retail it will briefly lock you out of claiming the mob.

This is intended to even the playing field between spells vs JA, botters vs manual claimers, and people who live close to the server vs people who are far away.

Retail's claim shield was around 3 seconds and locked you out for around 3 seconds. There may have been an element of randomness to it.. rather hard to say when it comes to latency.

Ideally it's high enough to give everyone a shot at claiming in a packed and laggy dragon's aery, whilst still low enough not to annoy a puller shooting a freshly popped mob for their exp group.

Door to gurfurlur is not opertational

Issue by Sacshop
Sunday Sep 20, 2015 at 09:25 GMT
Originally opened as DarkstarProject/darkstar - Issue 2108


Moblin oil is not obtainable and the door should not function without the KI "Bracelet of verve" thus making the door impassable under current standards without wall hacking through the offending door.

Quick Draw Damage

Issue by RwNigma
Tuesday May 26, 2015 at 20:46 GMT
Originally opened as DarkstarProject/darkstar - Issue 1480


Darkstar Issue Darkstar Issue This is the current damage modifier:

local dmg = 2 * player:getRangedDmg() + player:getAmmoDmg() + player:getMod(MOD_QUICK_DRAW_DMG);

This doesn't check for Elemental Staffs, MAB, and Weather. MOD_QUICK_DRAW_DMG may account for these, but looking at that variable I don't see where these are applied.
Darkstar Issue Darkstar Issue Damage according to The wiki page is as follows:

(I understand the Tricone isn't coded)
(2 * (Gun base DMG + bullet base DMG + Corsair's Tricorne bonus)) * (1 + (MAB / 100)) * (Elemental Staff bonus) * (Day/Weather Bonus)
Darkstar Issue Darkstar Issue I also noticed that the shots are giving improper status effects. These apply to all of them giving these types of status effects.

Wind Shot:
local effects = {};
local counter = 1;
local choke = target:getStatusEffect(EFFECT_CHOKE);
if (choke ~= nil) then
effects[counter] = choke;
counter = counter + 1;
end
Going to assume this gives the mob "Choke"? This gives a VIT debuff and lowers total HP?
Darkstar Issue Darkstar Issue FFxiCyclo has Shots as listed:

Light Shot: Dia Defense Down+5%, Damage Over Time increase *
Dark Shot: Bio Attack Down+5%, Damage Over Time increase; Blind+10%
Earth Shot: Slow+10%
Wind Shot: Acid Bolt Defense Down+5%, Silence+10%, Gravity+10%
Ice Shot: Paralyze+10%, Bind+10%
Thunder Shot: Stun+10%
Water Shot: Poison Duration increase

Special Note about Dia/Bio: Quick Draw will upgrade Bio and Dia to their next spell tier. E.g. Dia II augmented by Light Shot becomes equivalent to Dia III and thus is not overwritten by Bio II. Presumably, Bio III and Dia III augmented by Quick Draw become equivalent to "Bio IV" and "Dia IV."Exclamation
Regardless of tier, the bonus provides a flat +3 DoT bonus.

Current claim system differs from retail

Issue by TeoTwawki
Sunday Sep 20, 2015 at 13:33 GMT
Originally opened as DarkstarProject/darkstar - Issue 2109


In retail a 2 man party cannot hold claim over 12 mobs. 1 claim per character, and if in a party any one member switches targets to a different monster, claim gets lost (I think of that part more as feature, not a bug >.> hated losing claim via stupid in retail). For the purposes this issue, consider pets as if they were their master: a single bst+pet gets 1 claim and pet changing target would lose claim, last I knew.

Claim should remain as long as:

  1. somebody has non zero enmity with the mob
  2. Nobody from the party has switched to another mob
  3. Possibly things I have forgotten will hold a mob.

An unclaimed mob (smn astral burn party anyone?) would still give exp / gold / drops to the party that caused its death as long as:

  1. The reason is isn't claimed is _not_ from claim _loss_ (monster lost interest / lack of enmity).
  2. Their party got the killing blow.
  3. they were still in exp range.
  4. exp wasn't "dirtied" by non party members attacking it - this applied to the exp part only, not loot. (saw that check in the core already, so I believe this part is implemented)

That's everything I can think of right now. Unless retail nerfed both astral burns and fell cleave burns after I quit, that should be how it works.

Cannot finish Quest: The Sand Charm

Issue by Fiocitrine
Monday Jan 05, 2015 at 09:47 GMT
Originally opened as DarkstarProject/darkstar - Issue 753


I cannot finish quest because NPC Celestina (github/DarkstarProject/darkstar/blob/master/scripts/zones/Mhaura/npcs/Celestina.lua) needs rare/ex item Sand Charm (ID 13095) that drops from Crossbones (ID 17707020), which do not spawn on the Mhaura/Selbina Ferry. So the issue is, I need those mobs to spawn on the boat.

Instance of killer being null when it should not be, in onMobDeath

Issue by Zenny89
Tuesday Jun 09, 2015 at 17:58 GMT
Originally opened as DarkstarProject/darkstar - Issue 1561


I read issue Darkstar Issue 1538 and have repeated it numerous times on my SCH. Cast a helix on a worm, so that it takes 4-5 ticks to kill the worm. After the second to last tick the worm becomes unclaimed. On the last tick, the worm dies unclaimed, and I do not receive any experience points.

Bluemagic

Issue by Turttle
Sunday Apr 12, 2015 at 18:27 GMT
Originally opened as DarkstarProject/darkstar - Issue 1281


Blue magic physical spells don't actually miss, instead they do 0 damage and their additional effects can still be proc. All spells have a range of 20 yalms instead of 5.

The sort bug

Issue by TeoTwawki
Wednesday Dec 03, 2014 at 02:36 GMT
Originally opened as DarkstarProject/darkstar - Issue 607


Since forever basically, there has been a bug where your inventory count gets stuck until you hit sort, which causes the game to think your inventory is full (which it likely IS, and you just can't see it). This has side effects like invisible items and stackable items not stacking automatically so the player looks at their inventory and think they have however many slots free while their treasure pool hits the dirt.

If this has already got a github issue, its buried farther back than I care to browse. I was just talking to someone about this and was reminded it still wasn't fixed, and its a really old bug now so I thought I'd give it some attention here as its beyond my knowledge to fix

depending on text used: garbage characters in server message at login, and other smes bugs I think are from same cause

Issue by TeoTwawki
Thursday Jun 04, 2015 at 04:05 GMT
Originally opened as DarkstarProject/darkstar - Issue 1510


I believe this is because the server message length calc is wrong. At least I recall discussions where that was said to be the reason.

As a result, you get garbage at your line ends like test being displayed in game as testg or the occasional Japanese yen symbol in place of whatever your last character was.

servermessage during cs event = client crash

Issue by TeoTwawki
Saturday Oct 04, 2014 at 18:02 GMT
Originally opened as DarkstarProject/darkstar - Issue 518


There are several onZoneIn cs that can change depending on a parameter, you can see this in the Starting WotG scenes at the Cavernous Maws and also in the early ASA missions.

I started to do the work needed for this, and found I need packet info from retail - can't just recycle the startEvent coding since this is happening in CZoneInPacket and I don't know the correct hex offsets. Should be fairly simple work once the offsets are known.

Odd values for Reclamation Marks in Currencies screen

Issue by xipies
Saturday Sep 26, 2015 at 21:13 GMT
Originally opened as DarkstarProject/darkstar - Issue 2131


I noticed the Reclamation Marks showing odd values while I was farming IS in Wajaom Woodlands.

Sometimes it showed 0, sometimes in the 60,000 range, sometimes in the 30,000 range.

It looks like this was added to the currencies screen in the Sep 16 2015 update.
http://forum.square-enix.com/ffxi/threads/48564-Sep-16-2015-%28JST%29-Version-Update

Revision: 005a5cf
Server: Classic

blackmagic spell bind is reducing mob HP

Issue by lichtl
Thursday Apr 02, 2015 at 17:52 GMT
Originally opened as DarkstarProject/darkstar - Issue 1213


It seems that on various mobs bind will cause an HP reduction of approx 3-7%. This also seem to not apply to all mob types or jobs (I've just even confirmed that the same mob type different mobs might be affected while others not)

Zone: Mount Zhayolm
Ebony Pudding: 100%
Sweeping Cluster: 95%

Zone: Batallia Downs
Sabertooth Tiger: 97% / another stays at 100%
Mauthe Doog: 100% / another went down to 97%
Wight: 97%

Sublimation is deleting the last effect added to the player when it finishes charging.

Issue by Hozu
Friday Jul 17, 2015 at 22:36 GMT
Originally opened as DarkstarProject/darkstar - Issue 1740


Not sure how this issue returned when it was fixed not too long ago. It can delete any effect, including things like dedication and even petrification. Also it stops charging when you zone - the charging status remains yet never fills so it can never become complete.

Standardizing Naming Conventions

Issue by ghost
Friday May 08, 2015 at 17:19 GMT
Originally opened as DarkstarProject/darkstar - Issue 1408


As discussed in Darkstar Issue 1407, there are inconsistencies and inaccuracies with names in SQL tables, Lua scripts, and the DATs due to manual entry (mostly npc_list) and no standardization.

Summary so far is that proper case should be used for entities and lower case should be used for all other uses, but needs to be further defined with respect to non-alphanumeric chars.

Pets dealing full phys damage to jailer of fortitude

Issue by Kthulupwns
Monday Jun 08, 2015 at 00:55 GMT
Originally opened as DarkstarProject/darkstar - Issue 1544


Smn avatars and bst pets dealing unmitigated phys damage to jailer of fortitude, most likely just their damage equation not checking for defense variables.

Ability Ranges

Issue by Zenny89
Thursday Sep 17, 2015 at 20:05 GMT
Originally opened as DarkstarProject/darkstar - Issue 2094


Ability ranges for SMN and BST have changed. However, I'm not quite sure what's going on in ability.sql for the ranges. They appear to be in yalms, but I know I cannot do most of the BPs listed as 18 yalms from 18 yalms away - it's more like 15. Here's the list of update ranges: github/Windower/Resources/commit/69f92085b8cd294709a550b8183bbdad7bb8d5ec?diff=splitDarkstar Issue diff-2efd76d3bf1dc039953c2015cfca0d8aL79

Mob elemental damage

Issue by Jupiter065
Sunday Jun 22, 2014 at 01:41 GMT
Originally opened as DarkstarProject/darkstar - Issue 349


So there are a whole bunch of mobs that are taking bonus/reduced damage from certain element spells. Basically every mob. It seems mobs are taking bonus damage from elemental spells they are weak to and reduced damage from elemental spells they are strong from. I haven't played retail in a while, but I thought that elemental strengths/weaknesses only affected resistance rates, other than in very rare cases (Sahagin taking 50% damage from water, for example), and I've been having a hard time finding any info that says otherwise.

Was this a design choice, a retail update I'm not aware of, or just a mistake?

Assimilation merit does not work

Issue by R3P0FFXI
Saturday Jun 13, 2015 at 14:19 GMT
Originally opened as DarkstarProject/darkstar - Issue 1587


Inserted multiple points into Blu Mage level 2 Merits Assimilation and the merit never took increase stayed at XX/55 total

Guild Points

Issue by dazusu
Thursday Jun 04, 2015 at 12:49 GMT
Originally opened as DarkstarProject/darkstar - Issue 1519


  1. The daily turn-in item doesn't always reset. (meaning the same item for the same rank is requested sometimes 3-4 times in a row)
  2. The "reset" period of when you can hand in items again should be affected by the "time offset" applied to the server for Japanese midnight; it is not (the NPC in game will tell you 3 in-game days), when in fact, due to the time offset on the server, it is more like 10 in-game days.

Feature request: meriting weapon skills

Issue by Fr0zt
Sunday Mar 08, 2015 at 06:04 GMT
Originally opened as DarkstarProject/darkstar - Issue 1043


I added merit params.xxx_wsc scaling to each merit weapon skill a while ago, however you cannot actually purchase the merit weapon skill upgrades currently. They appear grayed out and non-selectable in game.

One shotting with SMN rage attacks not giving GoV credit

Issue by xipies
Saturday Aug 08, 2015 at 19:53 GMT
Originally opened as DarkstarProject/darkstar - Issue 1900


In Korroloka Tunnel, I've been one-shotting mobs with Ifrit's Burning Strike. I am not engaging with Assault first. Character level is 34. These are not counting towards page credit. Mobs are giving xp (such as seeker bats for 54xp with chariot band).

Revision: 6335399
Server: Classic

Issues with Spikes

Issue by Deadwing888
Thursday Sep 17, 2015 at 22:59 GMT
Originally opened as DarkstarProject/darkstar - Issue 2095


  1. Retail phalanx mitigates damage from spikes the same way it would a melee hit or magic spell. Darkstar phalanx seems to currently have no effect on spikes.
  2. If a low level mob were to hit a high level PL with spikes, it should render the exp for this mob null for the party. (it currently does not)
  3. Spikes do not seem to resist as much as they should vs higher level monsters (I'm sorry this is so vague)
    4) Dread spikes should wear off after half of the caster's HP has been drained. (I'm told it does not)
  4. Duelist's tights currently do not boost damage from spikes.

Flaming Crush Immunity Interaction

Issue by Zenny89
Friday Jul 31, 2015 at 01:42 GMT
Originally opened as DarkstarProject/darkstar - Issue 1827


When fighting Tinnin, whenever the mob used either Pyric Bulwark (immune to physical damage) or Polar Bulwark (immune to magical damage), Flaming Crush was completely blocked despite being part physical and part magical damage.

Land sand boat?

Issue by timmifshode
Saturday Feb 28, 2015 at 19:31 GMT
Originally opened as DarkstarProject/darkstar - Issue 1004


Ships leaving jeuno instead of taking off into the sky just boat across the 'water' and straight across maps with the rippling water and all that goodness that boats do in water.
baiken_2015 02 28_035647

SCRIPTS/LUA: Pet damage calculations scaling incorrectly.

Issue by Kthulupwns
Friday Jul 31, 2015 at 04:14 GMT
Originally opened as DarkstarProject/darkstar - Issue 1831


The issue specifically impacts pet damage on higher vit/defense mobs. For example I can use predators claw on a VT+mob in sea for 1300 (which is low for 75 cap) and then go and do predator claws to tiamat for less then 300, when predator claws could do 1800-2400 to tiamat on retail 75 cap. The problem seems to be the way that fStr Calculates against mVit/def. As far as correcting the formula i'd be open to any and all input since i don't know how to write that code

Drain 2 interacting oddly with weakness.

Issue by Hozu
Friday Jul 24, 2015 at 06:00 GMT
Originally opened as DarkstarProject/darkstar - Issue 1790


When Drain 2 grabs the max hp to calculate how much of a max HP boost it should give, it's using the unweakened HP value instead of the weakened value. I don't know how HP%/MP% boosts/penalties are supposed to interact with weakness so I'm not sure how do go about a fix. If you get say, 25% HP reduction via curse while weakened, is it supposed to be -25% of weakened max HP or unweakened max HP? If it's the latter, a simple fix in the drain 2 script to check for weakness would be fine. If it's the latter, I think there would need to be a new mod to handle the HP/MP weakness penalty separate from the other HP%/MP% mods.

Mobs dropping too many items

Issue by Deadwing888
Wednesday Sep 30, 2015 at 21:42 GMT
Originally opened as DarkstarProject/darkstar - Issue 2158


A mob (even one with more than ten possible drops) should never drop more than ten items.

It is also generally accepted that Treasure Hunter (especially TH4) is overpowered on Darkstar. I don't know the specifics of how it's currently coded but I would say it's overpowered by at least a factor of two. I have a feeling I'm about to receive a "tag you're it" to do some treasure hunter parsing and I'm willing to take that on if nobody has the goods on treasure hunter mechanics.

It's also possible that drops seem more common because treasure hunter is getting baked in twice. For instance wiki reports the drop rate for Herald's Gaiters at 25%, but Tiamat would almost always be killed with TH4 on... I think in this fashion it's possible that treasure hunter is already baked into the wiki drop rates for some items and then gets applied again when there is a thief present.

Also Dynamis armor drops are more common than they should be, but it's hard to say if that's OP TH talking or drop rates. Relic currency in Dynamis Jeuno is similarly too common.

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