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Also, although it LOOKs like stats are working on my gnoll, my HP and Mana will not regen above my "naked" stats when I equip items :(. |
oh shoot - something is broken on alakamin?
i better check this.. i had equipping working before.. must be a merge that i didn't pay attention to sometime recently. |
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Do you know what could be the issue with weapons not working right in custom form, or why hp/mana won't regen when you put items on? ps: I'm on my TS3 |
I was talking about Fadedspirit's server.
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wew! ok i just tested it, it still works properly on my server hehe.
I will pop into TS3 in a few. i have to run some errands |
Your Gnolls are not properly defined in the code, I replaced my Human pirates with Gnolls and now my Human Pirates have the same behavior you are talking about..But Gnolls work fine now..
Perhaps something was missed when you patched it, here is the diff for me, numbers may not line up as I have lots of other custom stuff in: Code:
diff --git a/common/Item.cpp b/common/Item.cpp |
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Also, can you supply code blocks instead of diffs ^-^. If not i'll just pick through it by hand :O. I hate using diffs :(. But yea, i've already done all this without looking at davood's code lol. Maybe i messed up somewhere. |
There's something else wrong, I rechecked 3 times now. I've already done all that lol. Still has the same issue, he changed something else somewhere :(.
[edit]: I also just backed up my stuff, and grabbed races.h, races.cpp, client.cpp, from his server setup. Still doesn't work lol, time to revert my code xD! |
I will list off the sections I have changed:
(bolded)file name (regular text) functions changed bot.cpp (2 changes) [search for the following] bool Bot::IsValidRaceClassCombo() { [search for the following] std::string Bot::RaceIdToString(uint16 raceId) { client.cpp (2 changes) [search for the following] char* Client::GetRacePlural(Client* client) { [search for the following] // Race std::string race_Name = itoa(GetRace()); switch(GetRace()) { item.cpp (1 change) [search for the following] bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const pets.cpp (1 change) [search for the following] //handle beastlord pet appearance if(record.petnaming == 2) { switch(GetBaseRace()) { race.h I replaced 100% of this file races.cpp (1 change) [search for the following] uint32 GetArrayRace(uint16 race) { your IDE should be helpful in figuring out what the actual code blocks are that you need to copy. i pullled those segments without looking at the code.. i have some offline notes. I don't have time right now to actually prepare the code blocks.. but maybe later tonight I can do that if you really want. An easier solution is to take 100% of my code, and revert attack*.* pets.* and bots.* back to eqemu default. or keep them. your choice. |
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Errr, races.h you only added 36 new lines of code, so you modified maybe 25% of that file? You didn't replace anything either. I had already done essentially what you did there anyways so, nothing really different there. Pets.cpp && Bot.cpp won't help me with my issue :). I had also changed GetArrayRace to work with races.h. Right now i'm not sure what the issue is but i'll keep hunting around. ps: I already tried grabbing your races.cpp, races.h, and client.cpp, but the issue persisted. I also changed Item.cpp from return(IsRace && IsClass); to simply return(IsClass);, so it nullifies that issue right out of the door. Trying to figure out what else might be the issue. |
Ok, so something is up with my compiler I think? I intentionally sabotaged my IsEquippable() so it always returned false, yet normal races have no issues with items when I equip them? Their stats are reflected correctly and regen fine.
I'm compiling the code i've been modifying, and pulling from the correct Bin folder. What could be my issue :(? Am I not supposed to be cleaning, and then building "All_Build" when I modify the source? Any ideas what my issue could be?? :-x |
that sounds very strange.
try the following pull my code - and compile it - does it work? if it doesn't there could be a problem in your process. what are you doing exactly to compile it? clearly something isn't happening if you sabotaged a key process and it still works. or perhaps you weren't thorough in your testing. when you say the equipment still works for pcs. do you mean that #mystats shows the "normal" stats with the equipment? if it isn't working it will show the naked stats always - but your client doesn't know if it shoudl be working or not and it will always "Work" client side.. the server will tell you teh truth with #mystats |
Anyways.
my suggestion is the following: establish a working baseline. Can you compile my codebase and get it to work? If yes then you just missed something in your copy of the code. get yourself diffzilla and diff that sucker and see what is different! if not then maybe there is something wrong with my github repository. I can dump it to another dir and diff it against my working dir if i really really have to - i hope that isn't necessary? |
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I did not check #mystats, but the client wasn't reporting stats correctly either, and when I sabotaged IsEquippable my melee weapon on a normal race did normal damage, and my stats reported correctly (hp/mana regenned fine, etc). There's something else going on here :( I'm thinking your code is too old, and something was changed in the past 4-5 months since you got yours working, because IsEquippable isn't even being called now lol? I triple checked to make sure I was compiling and moving the Bin code to the correct location. No idea what's up. |
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