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Search: Posts Made By: trevius
Forum: Development::Development 10-29-2012, 03:34 AM
Replies: 256
Views: 562,639
Posted By trevius
FYI, I haven't given up on doing Merc work. I am...

FYI, I haven't given up on doing Merc work. I am just taking a bit of a break before working on more of it. I started reading this "Thinking in C++" book to give me a better understanding of coding...
Forum: Support::Windows Servers 10-29-2012, 03:20 AM
Replies: 20
Views: 23,580
Posted By trevius
Make sure you have a global_player.pl file in...

Make sure you have a global_player.pl file in your templates folder, or you will have crashes.
Forum: Development::Development 10-26-2012, 02:38 AM
Replies: 256
Views: 562,639
Posted By trevius
I think skills being max for their level is fine....

I think skills being max for their level is fine. It wouldn't hurt to have the option to be able to set it in the DB, but that shouldn't be something to really worry about at this point.

I think...
Forum: Development::Bug Reports 10-24-2012, 04:52 AM
Replies: 5
Views: 10,283
Posted By trevius
Looks like that plugin uses DBI to connect to the...

Looks like that plugin uses DBI to connect to the database through perl. Maybe your build doesn't support DBI, or maybe it was failing at some other point in the plugin and causing an error that was...
Forum: Development::Development 10-23-2012, 03:42 AM
Replies: 256
Views: 562,639
Posted By trevius
Yeah, definitely not all fields in npc_types...

Yeah, definitely not all fields in npc_types would be relevant for mercs. I was just thinking it would be a nice way for servers to be able to adjust merc stats so they aren't hard coded in the...
Forum: Development::Development 10-22-2012, 03:21 AM
Replies: 256
Views: 562,639
Posted By trevius
Unless we plan to allow mercs to be given items...

Unless we plan to allow mercs to be given items to equip like Bots (which might be a nice option for custom servers), then the easiest solution would just be to simulate it by changing armor textures...
Forum: Development::Development 10-20-2012, 08:04 AM
Replies: 256
Views: 562,639
Posted By trevius
Nothing special needs to be done to the packets...

Nothing special needs to be done to the packets for stances to be added as long as you don't exceed 5 total stances. Right now, due to the variable sized packet issues, I just have it hard coded to...
Forum: Development::Development 10-18-2012, 02:29 AM
Replies: 11
Views: 14,893
Posted By trevius
You would probably find this thread useful: ...

You would probably find this thread useful:

http://www.eqemulator.org/forums/showthread.php?t=32765
Forum: Development::Development 10-17-2012, 05:26 AM
Replies: 256
Views: 562,639
Posted By trevius
The last commit I did for Rev2234 is causing a...

The last commit I did for Rev2234 is causing a zone crash when sending the mercenary merchant list. Simple fix is this:

client_packet.cpp in Client::Handle_OP_MercenaryDataRequest(const...
Forum: Development::Development 10-16-2012, 06:39 AM
Replies: 256
Views: 562,639
Posted By trevius
I think this should be the basic handling for...

I think this should be the basic handling for those 2 new opcodes:

client_packet.h
void Handle_OP_MercenaryDismiss(const EQApplicationPacket *app);
void Handle_OP_MercenaryTimerRequest(const...
Forum: Development::Development 10-16-2012, 06:23 AM
Replies: 256
Views: 562,639
Posted By trevius
I think it may need some testing, but based on my...

I think it may need some testing, but based on my VoA merc collects, I found a couple more opcodes that appear to be mercenary related:

SoD:
OP_MercenaryDismiss=0x319a #...
Forum: Development::Development 10-15-2012, 07:29 AM
Replies: 256
Views: 562,639
Posted By trevius
And here are some roughed in packet handling for...

And here are some roughed in packet handling for mercs for client_packet.cpp. These are mostly just hard set with the basic packet responses so they can be corrected later with actual functions...
Forum: Development::Development 10-15-2012, 05:07 AM
Replies: 256
Views: 562,639
Posted By trevius
Here are some more Mercenary related opcodes for...

Here are some more Mercenary related opcodes for SoD and UF:

SoD

OP_MercenaryDataUpdate=0x0786 #
OP_MercenaryCommand=0x167b #
OP_MercenarySuspendRequest=0x05f1 #...
Forum: Development::Development 10-13-2012, 06:58 AM
Replies: 256
Views: 562,639
Posted By trevius
Thanks, I corrected that one in the post.

Thanks, I corrected that one in the post.
Forum: Development::Development 10-12-2012, 08:29 PM
Replies: 256
Views: 562,639
Posted By trevius
I will leave that type of thing up to the bot dev...

I will leave that type of thing up to the bot dev people like bad_captain. I assume they will get their own merc class that is basically just a copy of the bot class, but tweaked for mercs.
Forum: General::General Discussion 10-12-2012, 07:59 PM
Replies: 2
Views: 5,822
Posted By trevius
What you are looking for is called a non-legit...

What you are looking for is called a non-legit server where they just give you access to GM commands like #level, #scribespell, and #summonitem. Unfortunately, those types of servers don't normally...
Forum: Support::Windows Servers 10-12-2012, 08:44 AM
Replies: 9
Views: 12,460
Posted By trevius
Maybe a sanity check is needed for "while(1)" ? ...

Maybe a sanity check is needed for "while(1)" ?

int16 EntityList::GetFreeID()
{
if(last_insert_id > 1500)
last_insert_id = 0;
int16 getid=last_insert_id;
while(1)
{
getid++;
Forum: Development::Development 10-12-2012, 07:26 AM
Replies: 256
Views: 562,639
Posted By trevius
Here are the only struct differences for UF and...

Here are the only struct differences for UF and SoD that I know so far based on the packets bad_captain and Derision were generating for each client:

SoD

// Used by MercenaryMerchantList_Struct...
Forum: Development::Development 10-12-2012, 06:15 AM
Replies: 256
Views: 562,639
Posted By trevius
I went through and refined, corrected, and added...

I went through and refined, corrected, and added to the previous list of Mercenary related packet structures that I had posted. Each includes the opcode used on Live as well as the opcode name used...
Forum: Development::Development 10-11-2012, 10:55 PM
Replies: 4
Views: 10,022
Posted By trevius
I think he is trying to read the client memory to...

I think he is trying to read the client memory to record profile info locally for players. If that is the case, maybe you could just use the inventory export command built into the client that will...
Forum: Support::General Support 10-10-2012, 11:03 PM
Replies: 5
Views: 6,509
Posted By trevius
Looks like your other forum account is...

Looks like your other forum account is HawkMasterson. Hope that helps.
Forum: Quests::Q&A 10-09-2012, 07:40 AM
Replies: 4
Views: 8,937
Posted By trevius
The best way to handle that type of quest is to...

The best way to handle that type of quest is to use tasks. You would create a task in your DB and can reference the task information in the wiki, which is quite good.

You could do it in quest...
Forum: Quests::Q&A 10-05-2012, 08:54 AM
Replies: 1
Views: 7,344
Posted By trevius
Either way, you will need to use a timer to...

Either way, you will need to use a timer to update the proximity or check the player location. Here is a simple script that does basically what you are wanting:

$ProxDist = 100;

sub...
Forum: Misc::Off Topic 10-05-2012, 08:31 AM
Replies: 3
Views: 11,264
Posted By trevius
Nothing against SoD in any way, but until they...

Nothing against SoD in any way, but until they are actually running EQEmu code or can join our LS, I don't think it is good to be advertising the SoD server here. I am sure they wouldn't want EQEmu...
Forum: Development::Database/World Building 10-03-2012, 05:30 AM
Replies: 3
Views: 8,579
Posted By trevius
You would probably be best to just wait until the...

You would probably be best to just wait until the next major PEQ update. They are in the process of adding loot, merchantlists and tradeskills for every zone based on data collected from Magelo. ...
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