Wonder if that was actually in and if so, for how long.Treasure maps and more! Jan 19 1999 3:05PM
Damage from the explosion spell will now happen immediately.
Interesting Patchnote For Explosion
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
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Interesting Patchnote For Explosion
Re: Interesting Patchnote For Explosion
This just refers to the damage delay on spells that applied to explosion prior to that patch. Before this patch it took an extra second including the delay that already existed on the explosion spell to dish out the actual damage. For example, when you cast an ebolt it takes a full second before the damage applies. This same effect stacked on top of the original explosion delay creating an extended period that wasn't necessary, thus OSI removed the standard one second damage delay from the explosion spell making it the only other spell to not have one along with harm.
Re: Interesting Patchnote For Explosion
There have been many theories on this patch note, none of which make much sence to me.Silverfoot wrote:Wonder if that was actually in and if so, for how long.Treasure maps and more! Jan 19 1999 3:05PM
Damage from the explosion spell will now happen immediately.

"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."
Re: Interesting Patchnote For Explosion
do boxes from treasure chest not have an exp. trap some if not all the time as possiable trap .. to me patch suggest it acts as exp traped box insta .. instead of spell with delay

[21:27] <@Derrick> UOSA is a tribute to the feasibility of anarchy
Re: Interesting Patchnote For Explosion
Since it is under "treasure maps and more" I'm guessing this is what the note is referring to.Chaos wrote:do boxes from treasure chest not have an exp. trap some if not all the time as possiable trap .. to me patch suggest it acts as exp traped box insta .. instead of spell with delay
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Re: Interesting Patchnote For Explosion
Its definitely not refering to treasure chests. This is the patch where treasure maps were added and they have their own little section within the patch notes. There are 50 other things that were added in this patch that had nothing to do with treasure maps, and that note is one of them.
Re: Interesting Patchnote For Explosion
I think Faust is right on this one.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat
Re: Interesting Patchnote For Explosion
Did you ever verify this one the demo Hemperor?
Re: Interesting Patchnote For Explosion
Faust wrote:Did you ever verify this one the demo Hemperor?

Re: Interesting Patchnote For Explosion
I haven't been able to get magery that high, Derrick tried numerous times to send me his hacked save but that never worked.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: Interesting Patchnote For Explosion
Anyone else notice that after Hemporer said this the ground has been really cold?Hemperor wrote:I think Faust is right on this one.
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Interesting Patchnote For Explosion
I did not notice that nobody really cares.
However, the ground being cold (hell freezing over) would only happen when faust admits that he is wrong.
However, I must admit that this note is very interesting.
choppa, better fix those AI razor macros.
However, the ground being cold (hell freezing over) would only happen when faust admits that he is wrong.
However, I must admit that this note is very interesting.
choppa, better fix those AI razor macros.

Re: Interesting Patchnote For Explosion
The only thing that I can think of that I was wrong on was weapon cycling, which I did admit that my previous theory was correct and the one at that time was wrong. I guess you can't really say that I was wrong in a way since both theories surrounding the issue was mine after all. The only reason the second version came about was based on one comment over at stratics that stated the disarm delay was 2 seconds not noting that the delay was actually based on wrestling instead... This is old news though.
I would be glad to admit that I am wrong if someone can show me where this is the case. It's hard to admit this when you're only right about 99% of the time. There has been a few occassions here but very rarely, and I did admit that I was wrong in those cases... The main reason that I hardly ever slip up is because I try to make certain that my research is concrete before posting. Most people don't approach this angle at all and simply jumps to the suggestion forum before verifying their research allowing it to come back in their face.
I would be glad to admit that I am wrong if someone can show me where this is the case. It's hard to admit this when you're only right about 99% of the time. There has been a few occassions here but very rarely, and I did admit that I was wrong in those cases... The main reason that I hardly ever slip up is because I try to make certain that my research is concrete before posting. Most people don't approach this angle at all and simply jumps to the suggestion forum before verifying their research allowing it to come back in their face.
Re: Interesting Patchnote For Explosion
Regarding skills in the T2A demo, has anyone tried using one of the memory scanner/cheat programs that work something like this:
Identify a value in the game (we will use magery for instance, which we will say is 50.0, i am just making this up right now)
You tell the program to scan memory the demo is using for 50.0, it identifies a bunch of memory addresses
You change the value in the game (use magery until it increases to something other than 50.0, lets say 50.1)
You tell the program to rescan those addresess for 50.1
Repeat until there is only one address found.
Finally, use the program to modify that memory address to whatever value you want (now set magery to 100!)
Since everything is running locally, this should work (in theory!)
Identify a value in the game (we will use magery for instance, which we will say is 50.0, i am just making this up right now)
You tell the program to scan memory the demo is using for 50.0, it identifies a bunch of memory addresses
You change the value in the game (use magery until it increases to something other than 50.0, lets say 50.1)
You tell the program to rescan those addresess for 50.1
Repeat until there is only one address found.
Finally, use the program to modify that memory address to whatever value you want (now set magery to 100!)
Since everything is running locally, this should work (in theory!)

Re: Interesting Patchnote For Explosion
lolFaust wrote:The only thing that I can think of that I was wrong on was weapon cycling, which I did admit that my previous theory was correct and the one at that time was wrong. I guess you can't really say that I was wrong in a way since both theories surrounding the issue was mine after all. The only reason the second version came about was based on one comment over at stratics that stated the disarm delay was 2 seconds not noting that the delay was actually based on wrestling instead... This is old news though.
I would be glad to admit that I am wrong if someone can show me where this is the case. It's hard to admit this when you're only right about 99% of the time. There has been a few occassions here but very rarely, and I did admit that I was wrong in those cases... The main reason that I hardly ever slip up is because I try to make certain that my research is concrete before posting. Most people don't approach this angle at all and simply jumps to the suggestion forum before verifying their research allowing it to come back in their face.
