in chat try typing (Local server only, have to be gm level >0)
.teleport map 1 1096711 900458 4800
This should send you to Marshes of Madness
Or
.teleport map 11 846848 860922 7408
for Mount Bloodhorn
For more jump coordinates check http://www.war-emu.com/viewtopic.php?f=4&t=1077
Search found 172 matches
- Mon Sep 08, 2014 3:07 pm
- Forum: General Discussion
- Topic: Starting zones
- Replies: 12
- Views: 8187
- Mon Sep 08, 2014 1:43 pm
- Forum: Development
- Topic: Stats
- Replies: 89
- Views: 58197
Re: Stats
And finally lets take a look at how these stats are controlled. Stats are set with 2 different messages. Base stats are set with F_PLAYER_STATS and stats from gear (and some bonus stats) are set with F_BAG_INFO (Only sent when client loads or player changes gear). Here is F_PLAYER_STATS packet struc...
- Mon Sep 08, 2014 11:07 am
- Forum: Development
- Topic: Stats
- Replies: 89
- Views: 58197
Re: Stats
Many stats are combination of 2 values. Value from level/mastery/career plus value from gear/pots/buffs. Client will show these stats separated by "+" and if stat is increased by gear/pots/buffs then it is shown in green. From client. In this example, 124 strength is from level/mastery/car...
- Mon Sep 08, 2014 10:52 am
- Forum: Development
- Topic: Stats
- Replies: 89
- Views: 58197
Re: Stats
Armor Armor reduces physical damage (melee and ranged non-magical) by a percentage. There is no cap total mitigation %. Formula to calculate reduction: dps_reduced% = (armor * 0.909) / level Example: 256 armor at level 20 will reduce how much damage? 256 * 0.909 / 20 = 11.6% Client confirms http://...
- Mon Sep 08, 2014 10:29 am
- Forum: Development
- Topic: Stats
- Replies: 89
- Views: 58197
Re: Stats
Resists Magical resists decrease damage taken from magical attack (%). Diminishing returns start at 40% and hard capped at 75%. Formula to calculate damage reduction before diminishing returns: (Remember, targets with higher level then caster will reduce more. Level 1 hitting level 40 will do almos...
- Mon Sep 08, 2014 10:02 am
- Forum: Development
- Topic: Stats
- Replies: 89
- Views: 58197
Re: Stats
Weapon Skill Weapon skill increases armor penetration with physical damage (ignores damage mitigation by armor). Weapon skill is subject to hardcaps/softcaps from previous section. Calculate diminishing returns first (previous section). To calculate how much percent of armor player will ignore (For...
- Mon Sep 08, 2014 9:44 am
- Forum: Development
- Topic: Stats
- Replies: 89
- Views: 58197
Stats
This is in depth details of how stats have to work. Most information on the net regarding warhammer stats is incorrect. Good news is that most of the stat formulas are hard coded into the client. So guesswork can be removed from extracting calculations. Softcaps Some stats will contribute only half ...
- Thu Aug 28, 2014 5:00 pm
- Forum: Development
- Topic: Saving/Loading Client Hotbar
- Replies: 16
- Views: 6593
Re: Saving/Loading Client Hotbar
Here is operation to set clients Hotbar. Server needs to send setting for every slot on hotbar regardless if its empty. Settings include other information that I havent looked at yet, but here is how 60 slots of hotbar are populated. //Add this operation to Player class. Also create table "Clie...
- Thu Aug 28, 2014 2:35 pm
- Forum: Development
- Topic: Saving/Loading Client Hotbar
- Replies: 16
- Views: 6593
Saving/Loading Client Hotbar
I was able to decode hotbar operations that might be useful for this project. Client's hotbar changes are sent to server with F_CLIENT_DATA. Server will receive hotbar command, hotbar's slot index, and abilityID. Two commands that we are interested are add ability to hotbar and remove ability from h...
- Mon Aug 25, 2014 11:08 am
- Forum: Development
- Topic: Terrain Height Calculations
- Replies: 0
- Views: 1780
Terrain Height Calculations
This is the correct method of getting terrain height at any XY point. Read scalefactor and offsetfactor from sector.dat for the current zone (ex: for Nordland its at \zones\zone106\secotor.dat scalefactor=8 and offsetfactor=248) To calculate height for any point on map: Take users location and divid...