Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bug Reports

Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here.

Reply
 
Thread Tools Display Modes
  #1  
Old 07-17-2008, 03:35 PM
spider661
Discordant
 
Join Date: Oct 2005
Location: michigain
Posts: 260
Default Chaotic Potential

i was going though the code working on a magelo clone and i noticed my hp on the clone where not showing up right in game then i did a show stats and boom there where the stats so i started looking though them in the code and what do you know..

Chaotic Potential as not being calculated into the getmaxstat() setting..

i set this but have not tested

works in the clone though.'
client_mods.cpp
Code:
sint16 Client::GetMaxStat() const {
	int level = GetLevel();
	
	sint16 base = 0;
	
	if (level < 61) {
		base = 255;
	}
	else if (level < 71) {
		base =  255 + 5 * (level - 60);
	}
	else {
		base = 280;
	}
	
	base += GetAA(aaPlanarPower) * 5;
//////////ADDED/////////////////////////////////////
	base += GetAA(aaChaoticPotential) * 5;
////////END ADDED///////////////////////////////////
	return(base);
}
like i said have not tested it not sure if aaChaoticPotential is defined anywhere but it at lests show what im talking about.
Reply With Quote
  #2  
Old 07-17-2008, 05:51 PM
spider661
Discordant
 
Join Date: Oct 2005
Location: michigain
Posts: 260
Default

noted also that the stats for anyone over lvl 71 are not right also..

according to the char sheet. without aas the max stat is 330 so that would make the new getmaxstat read like so.

Code:
sint16 Client::GetMaxStat() const {
	int level = GetLevel();
	
	sint16 base = 0;
	
	if (level < 61) {
		base = 255;
	}
	else if (level < 71) {
		base =  255 + 5 * (level - 60);
	}
	else {
/////////////ADDED///////////////////////////////////////////////
//added is for my notes its actually edited from 280 to 330
		base = 330;
////////////END ADDED///////////////////////////////////////////
	}
	
	base += GetAA(aaPlanarPower) * 5;
//////////ADDED/////////////////////////////////////
	base += GetAA(aaChaoticPotential) * 5;
////////END ADDED///////////////////////////////////
	return(base);
}
this has been tested and works
Reply With Quote
  #3  
Old 07-17-2008, 05:54 PM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

Titanium only goes to level 70, so maybe only custom code would need higher calcs.
Reply With Quote
  #4  
Old 07-18-2008, 03:24 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

I think the Chaotic Potential AA just doesn't work at all. But, since the client can buy it, it thinks that it is working and calculates the HPs as if it did work. But, if you do a #showstats, it will show you the actual HPs, which from what I have seen proves that it isn't working.

Also, food doesn't seem to add any stats, even though the client calculates it as if it was adding HPs etc.

I have heard that KMRA and maybe a couple of other servers have fixed some of the issues with the level 71+ stats, but I haven't seen anywhere that they are sharing the code. And, I don't have the time to level past 70 there to test it.

The stats not showing up properly, because of skills rolling over is one of the main issues I have on my server for characters who are over level 70. The only other issue I am aware of is that everytime someone with level 71 or higher spells zones, all of their 71+ spells get removed from their spellbook. I had to add the #scribespells command so everyone can access it as a temporary work around for this. Though, I would love a better solution for these 2 issues
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #5  
Old 07-18-2008, 07:15 AM
spider661
Discordant
 
Join Date: Oct 2005
Location: michigain
Posts: 260
Default

Quote:
Originally Posted by trevius View Post
I think the Chaotic Potential AA just doesn't work at all. But, since the client can buy it, it thinks that it is working and calculates the HPs as if it did work. But, if you do a #showstats, it will show you the actual HPs, which from what I have seen proves that it isn't working.

Also, food doesn't seem to add any stats, even though the client calculates it as if it was adding HPs etc.

I have heard that KMRA and maybe a couple of other servers have fixed some of the issues with the level 71+ stats, but I haven't seen anywhere that they are sharing the code. And, I don't have the time to level past 70 there to test it.

The stats not showing up properly, because of skills rolling over is one of the main issues I have on my server for characters who are over level 70. The only other issue I am aware of is that everytime someone with level 71 or higher spells zones, all of their 71+ spells get removed from their spellbook. I had to add the #scribespells command so everyone can access it as a temporary work around for this. Though, I would love a better solution for these 2 issues
actually the Chaotic Potential AA does work if you put in the fix i posted above atlest that part then the stats will show right on the showstats and if over lvl 70 then the other fix does the stats max lvl over 70.. he i right i should have posted that part in custom code.. but the Chaotic Potential AA is actually something that should be in there checking.. now unless im wrong and thats just a visual fix.. the #showstats command is now showing the same as the char sheet for player with both aas Chaotic Potential and Planer whatever. i have tested it and am running it on my server now..

now i could be wrong and the actual math is somewhere else and its only visual with #showstats but i did not find any code anywhere saying otherwise so thats what i got in there.. if im wrong sorry for wasting everyones time with it but was trying to help atlest.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:10 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3