both of those issues are fixable.. LD on death is a one liner, mob HP stuff is a couple lines... the fixes work fine.
|
For the Health bar:
void Mob::CreateHPPacket(APPLAYER* app) { this->IsFullHP=(cur_hp>=max_hp); app->opcode = OP_HPUpdate; app->size = sizeof(SpawnHPUpdate_Struct); app->pBuffer = new uchar[app->size]; memset(app->pBuffer, 0, sizeof(SpawnHPUpdate_Struct)); SpawnHPUpdate_Struct* ds = (SpawnHPUpdate_Struct*)app->pBuffer; ds->spawn_id = GetID(); if(IsClient()) { ds->max_hp=max_hp; ds->cur_hp=GetHP()-itembonuses->HP; ds->cur_hp=ds->cur_hp>30000?30000:ds->cur_hp; } else { ds->cur_hp=IsNPC()?(sint32)GetHPRatio():cur_hp; ds->max_hp=100; } } Replacing the former lines in the mob.cpp doesnt work for me. For the LD fix on player death i would like to see the one-liner that fixes the problem. Thanks |
Quote:
http://www.eqemulator.net/forums/viewtopic.php?t=11922 |
Thanks! Gonna try that immediately.
Edit: I must be doing something wrong. Wether pasting the LD fix to the attack.cpp nor pasting the health bar fix to mob.cpp doesnt change ANYTHING. Is there anything else to be done after editing the files? What can be done wrong??? |
Quote:
|
Quote:
you can get a pre-release version from http://Shawn319.eqemulator.net/cvs |
Thanks!
|
Where is this classfix.sql? It's been a while since I visited the warrior trainers in Halas, but I think the ones I'm r-clicking on are supposed to be trainers...
|
Second page of this thread. http://www.eqemulator.net/forums/vie...c&start=22 for the exact post.
|
Don't know how I missed it, I've read through this whole thread 3-4 times. I gotta get these reading skills up. :lol: Thank you.
|
Takes a good 5 times thru this thread to get one reading skill up! Dang slow skill improvments! ;)
|
Is there a fix yet for more than one mob spawning on one spot? The second mob is generally the wrong type as well.
Like in EverFrost, where there should be one Ice Giant, there are 2 Ice Giants except one has the Cyclops model. It is like this at all three Ice Giant spawn points in Everfrost. And then in Vox's chamber, there are more Cyclops hanging out sharing a spawn point with other Giants. And in Blackburrow, there are splitpaw gnolls running around but with Blackburrow gnoll names. I tried the duplicate spawn removal and that didn't fix this. Is there any easy way to fix this? *EDIT* Forgot to mention, it looked like there were 2 groups of spawns in the DB so I tried deleting the spawns from spawn2 where their ids were very high since there seemed to be a good dividing line but it also got rid of some of the spawns that were supposed to be there. Just looking at this it would be possible to order by x, y, and z coordinates and just delete one of the spawns if it resides on approximately the same point although that would take a while. I don't know sql that well, so if anyone has any suggestions. :) |
These are database problems and not code problems. If it's wrong, nobody has cleaned up that section of the database in the copy that you have.
|
Yeah, I know they are database problems. But I have the version linked on the first post of this thread, which should be the newest.
Just wondering if anyone else has these problems, and if they found an easier way to fix it than going through and manually deleting any mobs that were in almost the same x,y,z coordinates. |
Quote:
|
All times are GMT -4. The time now is 09:10 PM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.