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Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:26 pm
by Jaster
Posting a piece of code that could have come from anywhere, even created by you to back your theory is not a viable source ...

You don't have the UO code, all you have is the code from the demo, which even the code from there is not 100% accurate. Some coding is kept in places for further testing or it is previous inactive code that was not removed but doesn't reference anything so it doesn't effect anything. The demo is also from prior to February 99, where these items being discussed where patched.

Therefore, code = irrelevant on this topic.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:41 pm
by Faust
Go download the code yourself from RunUO.com and check if I "made it up". That same line exists in the OnRemoved function in Scripts/Items/Weapons/BaseWeapon.cs file just as stated. I simply left out some of the other junk that doesn't pertain to the topic. For example, stat modifies and stuff that are behind the scenes that has nothing to do or affect the delay, etc... The disarm delay exists in modern UO...

Sorry to burst you bubble Loops.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:44 pm
by Kraarug
Faust wrote:There is a difference between saying something will do *insert action* than something that says it does *insert action*. How do I know that the disarm delay was added for sure? I took a look into the default code for this function. I have clearly stated this position already a number of times previously in the past. This same code exists in the default code as well.

Here is a portion of that code below...

Code: Select all

public override void OnRemove( Mobile m )
{
 BaseWeapon weapon = this as BaseWeapon;

if ( weapon != null )
m.NextCombatTime = DateTime.Now + GetDelay( from );
}
There was no mention of a disarm delay EVER in the history of Ultima Online besides this comment in Stratics. Did it happen to *poof* and appear out of no where in Ultima Online? I hardly think so... It is also just ONE big COINCIDENCE that it all meshes together and solved the double hit bug, huh?

I have seen the parry issue discussed in every single discussion about the skill in UOHOC chat logs... However, it was just talk just like I stated above. The parry issue is a clear maybe. Meditation, insta hit, and several other things discussed in that article were clearly not the same case.
See the bold quote above...Absolutely until proven otherwise...

Here's a strong suggestion that changes in UO may have appeared out of thin air...

http://wiki.uosecondage.com/index.php?t ... atch_Notes

Look at this patch...
Patch 10/1/98 wrote:...Spell casting interruption should now be correct. In the last upadate, a change was made to it which we have determined was not well-balanced. It has therefore been reverted back out.
Looking at the entire previous patch though... there is nothing about interruption changes. Hmmmmm? Could OSI have change things and not let anyone know? How far down the rabbit hole are we gonna go? <<thanks Ne'Rull for that video last night on quantum physics btw.
Entire Previous Patch dated 9/16/98 wrote:
* Problems with fast weapon degradation on the Test Center are fixed.
* Tinkering now consumes resources on failure.
* The healing and veterinary skills now have the same karma effects as the healing spell.
* Vendors now check how full your backpack is before selling you items.
* Problems with the advancement of the following skills were fixed:
o Healing
o Magic resistance
o Swordsmanship
o Fencing
o Mace Fighting
o Magery
o Inscription
o Animal taming
o Blacksmithing
o Stealing
* A duping bug with cooking was fixed.
* Using spinning wheels now places the thread in your backpack instead of the ground.
* You are now revealed if you speak while hidden.
* Detect hidden is now difficulty-based. You learn faster from detecting better hiders.
* Several measures will be put in place against users of UOExtreme and UOPlugin.
o You will no longer be able to see hidden and invisible people with it.
o Bank box exploits will be fixed.
o Stealing exploits will be fixed.
* The limit on number of items in a container will apply to bank boxes, including the number of stacks of gold. In other words, having many small stacks of gold in your bank box will take up space, and will fill up your bank box. Excess items may vanish! Be sure you have only the normal amount of items allowable for a container in your bankbox!
* The Greater Heal spell will work.
* Using bladed items on items no longer gives the message "that is not accessible"
* Polymorphing into human form does not set your skin to hue 0 (white)
* 22k balrons should no longer occur.
* The "already casting" spell bug should not recur.
* You can now instantly log off in houses if you have the key.
* Hiding now checks line of sight, so you can run to the other side of a wall or building and successfully hide.
* Amazingly fast atrophy of houses and items no longer occurs at server boot.
* All items will now have at least one unit of height, except for floors and carpets. This means that stacks of items in a single tile will stack up vertically, and excess items in the stack at the time of the update will vanish.
* All vendors not attached to houses should vanish.
* The limit of one vendor per house will be applied retroactively. This means that if you have more than one vendor per house, the older of the two will vanish.
* Healing revisions:
o The amount you heal now ranges up to 80 points of healing, scaled based on a composite of your healing skill and your anatomy skill.
o At 60 in both healing and anatomy, you cure poison when you heal.
o At 80 in both, you can resurrect ghosts.
o Healing criminals and murderers now applies a criminal flag to the healer.
o A lengthy delay applies after healing.
o The above apply also to the Veterinary skill, where applicable
* You can no longer drink potions when you hve bows or crossbows equipped, or indeed any other two-handed weapon. You can still do it if you have one hand free.
* Training dummies at certain locations no longer pile up infinitely
* Use of scissors now checks line of sight
* Single-clicking on scissors no longer deletes the scissors
* Herding no longer prompts you saying that the creature can follow you.
* Karma loss for cows is fixed.
* Detect hidden changes:
o Radius of detection based on your skill level in it. The radius you can detect hidden in will now increase based on your skill, up to almost the full screen for a grandmaster.
o Better hiders will be harder to find than poor ones.
o Chance of detecting based on checking your skill vs the hidden person's hide skill. The better you are at the detect hidden skill, the better you will be at finding even the better hiders. You can expect to be totally unable to find a grandmaster hider if you are just a neophyte at the skill.
o A "distance" effect making it harder to detect people farther from the center of your search area. The farther the hidden person is from the center of your search area, the harder it is to find them.
* Looting while hidden will result in becoming unhidden.
* Some monsters that were supposed to be casting spells will start to do so.
* Spellcasting creatures and NPCs will be smart enough to dispel summoned creatures and beings that are used in combat against them.
* It will no longer be possible to gate monsters. Only escorts, hirelings, pets, and summoned creatures.
* Vendors will gain a "dismiss" command so that their boss can fire them.
* Ordering a pet or hireling to become friends with inanimate objects is no longer possible.
* Escort NPCs will only respond to "I will take thee" if you are quite close to them.
* The problem with beggars talking to you from miles away is fixed.
* Vendors will now give a maximum of 50,000 each time you ask for their money. This solves the problem with stacks of gold getting "truncated" or "capped".
* Getting poisoned when hitting a creature, rather than when it hits you, should be fixed.
* Counselors will no longer be able to trigger speech triggers by yelling.
* Several exploits were fixed:
o Carpentry exploit.
o Stealing items in chessboards will not be possible.
o An exploit involving duping arrows is fixed.
o An exploit with scroll inscription has been fixed.
o An exploit with provocation has been fixed.
o An exploit with herding has been fixed.
o Anatomy and evaluate intelligence will now check line of sight.
o Stat increase from magic items exploit is fixed.
o Exploits involving vended items outside of a vendor were fixed.
o Possible exploits with bnk boxes were fixed.
o Movement while the resurrection menu will be completely impossible. **This fixes house break-in problems.
o Added a check so that the resurrector can not be dead.
o You will no longer be able to learn skills as a ghost.
* The problem whereby people of karma tier -4 could not deal with shopkeepers is fixed.
* Casting beneficial spells on others can only result in gaining karma, never a loss of karma.
* Looting Fellow Guildmember's corpses will no longer flag you criminal.
* Similarly, all aggressive actions towards the controlled object of a fellow guildmember under the same conditions (same guild, but not an order or chaos guild), you can be flagged criminal. Most commonly this will involve attacking a guarding pet.
* Bankers will not do business with criminals
* Healers will not resurrect temporary criminals
* Corpses will dump contents into a bag instead of stacking items into the air when they decay
* A problem with scrolls not always being consumed when cast is fixed.
* Spell reflection should no longer cause the player with reflection to be flagged criminal.
* Guildstones will use one's actual name when incognito'ed.
* Ship claim tickets will be bankable, but only if the holds are empty.
* Containers should have labels of how many items and stones it is holding.
* Made mining delete ore if it could not fit in backpack (to avoid items in one place piling up and causing problems)
* Spam limiting is in place; it is based on both a server-side and a client-side check. If you try to spam, it will simply not be sent by the server, and your client will try to queue it up to send later.
* Dyes and dye tubs shouldn't be usable through walls anymore.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:49 pm
by Kraarug
Faust wrote:Go download the code yourself from RunUO.com and check if I "made it up". That same line exists in the OnRemoved function in Scripts/Items/Weapons/BaseWeapon.cs file just as stated. I simply left out some of the other junk that doesn't pertain to the topic. For example, stat modifies and stuff that are behind the scenes that has nothing to do or affect the delay, etc... The disarm delay exists in modern UO...

Sorry to burst you bubble Loops.
I wonder if we should look at default Era SPHERE code....

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:49 pm
by Faust
Does that mean this was one of those additions? No, you're simply coming up with one baseless theory after the next. At least there is evidence to prove the way it works unlike your endless "what if's" that keeps coming left and right. What if Bigfoot really existed? Does that mean it's true?

Fact: The fact still remains that there IS a disarm delay, and the ONLY mention of this delay is said to be 2 seconds LONG.
Fiction: What if it was added without a comment in the patch notes?

A "what if" doesn't constitute to a "what is", sorry.

Edit:
I would not rely on Sphere code for anything... The code was generated well before the t2a era, and many of the basic functions were pretty similar to the UO Demo. The demo is actually more accurate than the basic Sphere package. UOX would be closer than Sphere.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:51 pm
by Jaster
Faust wrote:Go download the code yourself from RunUO.com and check if I "made it up". That same line exists in the OnRemoved function in Scripts/Items/Weapons/BaseWeapon.cs file just as stated. I simply left out some of the other junk that doesn't pertain to the topic. For example, stat modifies and stuff that are behind the scenes that has nothing to do or affect the delay, etc... The disarm delay exists in modern UO...

Sorry to burst you bubble Loops.
RunUO.com is not a reliable source, I'm sorry. And AoS changed tons of mechanics remember? ... you've told me that before ... so we can't use modern UO as a source either ...

Next unreliable source?

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:54 pm
by Kraarug
Faust wrote:Does that mean this was one of those additions? No, you're simply coming up with one baseless theory after the next. At least there is evidence to prove the way it works unlike your endless "what if's" that keeps coming left and right. What if Bigfoot really existed? Does that mean it's true?

Fact: The fact still remains that there IS a disarm delay, and the ONLY mention of this delay is said to be 2 seconds LONG.
Fiction: What if it was added without a comment in the patch notes?

A "what if" doesn't constitute to a "what is", sorry.
FACT: The only mention of a 2 second time period comes from a page with other unimplemented changes.

Stick on the topic and stop with the big foot stuff.

My more subtle point is that patch notes are not exactly the end all source for era accuracy. There needs to be some qualification.

You see Ezp, when people bring other research or interpretations of patch notes it gets shot down if it doesn’t fit a certain paradigm of thought.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:55 pm
by Kraarug
Faust wrote: I would not rely on Sphere code for anything... The code was generated well before the t2a era, and many of the basic functions were pretty similar to the UO Demo. The demo is actually more accurate than the basic Sphere package. UOX would be closer than Sphere.
Good thought. What does UOX code have on this issue?

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:56 pm
by Faust
Majority of the fundamental code in RunUO is actually pretty accurate... The reason is that they started on this project well before AOS, and made a section in the code to retain the older information. Most of the non-aos code is declared as "old" code and it takes a simple boolean to go from one to the other. This has been especially so for the weapon mechanics. For example, the equip delay is a well known pre-t2a feature that has existed since '97 when it was patched in. This same code is in the RunUO default as well. I have already stated that the "DISARM DELAY" currently resides in modern UO in the same fashion that is coded in the RunUO package... Please start reading the posts thoroughly Loops...
Cortez wrote: Good thought. What does UOX code have on this issue?
UOX is a dead project that no longer exists the last time that I checked.

Also, Cortez... The disarm delay has been proven without a doubt to exist. It has been proven that an energy bolt would allow a hally to be ready to hit... Two harms would also allow for a hally to be ready. If you do the match this all equates to under and a little over two seconds. This backs up the information thoroughly. There is no doubt that this is entirely CORRECT the way that it works.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 3:58 pm
by Kraarug
Faust wrote:Majority of the fundamental code in RunUO is actually pretty accurate... The reason is that they started on this project well before AOS, and made a section in the code to retain the older information. Most of the non-aos code is declared as "old" code and it takes a simple boolean to go from one to the other. This has been especially so for the weapon mechanics. For example, the equip delay is a well known pre-t2a feature that has existed since '97 when it was patched in. This same code is in the RunUO default as well. I have already stated that the "DISARM DELAY" currently resides in modern UO in the same fashion that is coded in the RunUO package... Please start reading the posts thoroughly Loops...
Cortez wrote: Good thought. What does UOX code have on this issue?
UOX is a dead project that no longer exists the last time that I checked.
Great, then it would be a possible source for era mechanics since it may not have been perverted with UO:R stuff.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 4:00 pm
by Jaster
Faust wrote:Please start reading the posts thoroughly Loops...
I'm reading and interpreting selectively as you do with everyone's suggestion and comments that do not agree with you.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 4:12 pm
by Faust
I am sorry that you have been discredited numerous times already... When you start making claims such as auto defend should work the way it does in AOS, removal of the most common feature with insta hits, proposing a massive recovery delay that only existed in AOS, and so forth... You tend to start losing any credibility what so ever. Please stop flooding this thread with useless information as it's already hard enough for people to understand or grasp a complicated topic involving a system as this. Keep it in your thread if you want to complain about it. That isn't too much to ask for...

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 4:16 pm
by Kraarug
You know, once again, this patch note would suggest that the bug the Faust clings to was fixed.

I can not understand why OSI would make this statement by fixing a 'bug' by only 500 miliseconds when the problem is measured in full seconds.

Mini-update with small fixes Feb 26 1999 11:25AM wrote:An exploit for getting slow weapons to hit faster has been fixed.
"small fixes" didn't mean retarding the bug for Hally Whacks at Katana speeds by only 500 miliseconds to an 'average' of 2 seconds. It would seem to reason, when discounting that page with other unimplemented fixes that Faust uses as a sole reference, that the entire bug was fixed. Prove it wasn't fixed by any other source please.

In fact, please show proof that the bug existed post 2.26.99 and I'll let go of the fast Hally Whack problem.

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 4:20 pm
by Faust
Things to Remember:
Use the instant-hit with your weapon whenever possible (instant-hit= where you arm your weapon right after you cast a spell on your opponent---with pre-casting gone remember to target first!!!---then run up to your opponent with weapon in hand. This is a bug that lets you get a free hit off, with no delay. So use it while you still can.). Second, Try to preserve your mana as much as possible (more on this later). Finally, with pre-casting gone, almost all of the tactics revolve around the use of the greater heal spell, so let's hope OSI decides not to f*ck with it
This article from UOPowergamers backs up the memory of all the vets that remember this feature. I previously stated that the guide lines was an ebolt, two harms, or three first circle spells.
- February 3rd, 2000 - UOHOC Discussion -
Glamdring - *Aegean_LS* Is anything planned for the insta-hally hit? Is it supposed to skipp the delay?
Sage - Yes. We are currently looking at the insta-hally hit, and considering its removal.
I have already showed evidence that back up the people that remember being able to cast an energy bolt and have a hally swing ready... This same feature is two in the same where you could skip a hally's delay... Why can't you seem to follow any of this?

Energy Bolt: 1.75 seconds long.
Harmx2: 2.25 seconds long(including recovery delay).

Both of these were two features of this bug to have a hally swing ready... What do all of these have in COMMON!?!? A 2 second delay that is mentioned for a FEATURE that has proven to EXIST... Please stop with this pointless witch hunt. You will never get anywhere with it...

Re: Insta Hit, Weapon Mechanics, and much more...

Posted: Mon Apr 20, 2009 4:23 pm
by Kraarug
Faust wrote:
Things to Remember:
Use the instant-hit with your weapon whenever possible (instant-hit= where you arm your weapon right after you cast a spell on your opponent---with pre-casting gone remember to target first!!!---then run up to your opponent with weapon in hand. This is a bug that lets you get a free hit off, with no delay. So use it while you still can.). Second, Try to preserve your mana as much as possible (more on this later). Finally, with pre-casting gone, almost all of the tactics revolve around the use of the greater heal spell, so let's hope OSI decides not to f*ck with it
This article from UOPowergamers backs up the memory of all the vets that remember this feature. I previously stated that the guide lines was an ebolt, two harms, or three first circle spells.
- February 3rd, 2000 - UOHOC Discussion -
Glamdring - *Aegean_LS* Is anything planned for the insta-hally hit? Is it supposed to skipp the delay?
Sage - Yes. We are currently looking at the insta-hally hit, and considering its removal.
I have already showed evidence that back up the people that remember being able to cast an energy bolt and have a hally swing ready... This same feature is two in the same where you could skip a hally's delay... Why can't you seem to follow any of this?
These sources confirm INSTA-HIT... we all know that existed.. .but not 2 second Hally Freshes AFTER 2-26-99.

That's the ISSUE... 2 SECOND HALLY HITS.... Not INSTA-HITS. Please confirm 2 second Hally Freshes AFTER 2-26-99 with documented sources.