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-   Archive::Database/World Building (https://www.eqemulator.org/forums/forumdisplay.php?f=625)
-   -   MW_052_053_alpha2 (released 12-21-03) (https://www.eqemulator.org/forums/showthread.php?t=10928)

farce 01-05-2004 09:42 AM

both of those issues are fixable.. LD on death is a one liner, mob HP stuff is a couple lines... the fixes work fine.

grues0me 01-05-2004 09:48 AM

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

Badil 01-05-2004 10:04 AM

Quote:

Originally Posted by grues0me

For the LD fix on player death i would like to see the one-liner that fixes the problem. Thanks

I think the fix in the second post in this thread is what is being referred to.

http://www.eqemulator.net/forums/viewtopic.php?t=11922

grues0me 01-05-2004 10:13 AM

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???

Badil 01-05-2004 11:23 AM

Quote:

Originally Posted by grues0me

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???

You need to recompile the source code with either VS .NET/VC++ under Windows, or with GCC under Linux ...

Shawn319 01-05-2004 12:02 PM

Quote:

Originally Posted by grues0me
Thanks that fix did it. My only problems now are now:

1. Health bars of the mob never decrease. I copied the fix i found on the board into the mob.cpp, no help.

2. The crash-on-dying bug. I realize it must have to do with the 400 damage some mob do, but i didnt found a fix on the board, except the global change of the max damage via sql commands.

Both these problems are fixed in 0.5.3-DR2(3)+ (the new ones).

you can get a pre-release version from http://Shawn319.eqemulator.net/cvs

grues0me 01-05-2004 12:41 PM

Thanks!

MacLeod 01-11-2004 10:33 AM

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...

Lurker_005 01-11-2004 09:37 PM

Second page of this thread. http://www.eqemulator.net/forums/vie...c&start=22 for the exact post.

MacLeod 01-12-2004 01:40 AM

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.

Lurker_005 01-12-2004 07:38 PM

Takes a good 5 times thru this thread to get one reading skill up! Dang slow skill improvments! ;)

MacLeod 01-14-2004 01:32 PM

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. :)

a_Guest03 01-15-2004 04:48 AM

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.

MacLeod 01-15-2004 07:07 AM

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.

j_illmatik 01-15-2004 12:09 PM

Quote:

Originally Posted by Kroeg
is this query built to delete anything other than the duplicate spawns? If so, hold off.. the My World team is tackling this problem (and has been for a few days) already.

When we merged data from another worldbuilder's sources, the transition wasn't entirely seemless =P but we're cleaning it up now. The id #s for the duplicate npcs are far too high, and contain strange lootdrop entries. Next DB release should contain a fix to this problem, but don't quote me. Sometimes we release the DBs before they're ready just to satisfy worldbuilders and serverops.. although I'm pretty sure this is the basis of our next release :D

Looks like they are aware and working on this one already.


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