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  #166  
Old 03-01-2013, 08:14 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
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Table merc_subtypes is MyISAM when building new db from 2506, will not take FK until I changed it to InnoDB..

This is in relation to 2013_03_1_Merc_Rules_and_Equipment.sql with a new db sourced from peqdb_rev2506...

Last edited by rencro; 03-01-2013 at 08:28 PM.. Reason: added sql files referenced in ramble
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  #167  
Old 03-02-2013, 10:49 AM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
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Confirming no ghosting of mercs after i suspend or dismiss, buffing seems to work correctly now. Thanks!!
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  #168  
Old 03-02-2013, 11:29 AM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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No problem. It was actually an easier fix than I thought. I just had to have to time to sit down and debug through the entire suspend/dismiss procedure to figure out what it was.

I plan to tackle dps mercs next, I just need more data on spells cast / skills used, especially for Journeyman mercs (using different stances). I have a decent idea of Apprentice mercs at least to 65. After that, I'm clueless, but I should be able to come up with something. I just hate using a melee DPS merc because they are so picky on when to attack (they hate getting aggro and their range to decide to join the fight when the main tank is also the puller is miniscule).

Timers still need work, and every once in a while I don't get stances when hiring (but suspending/unsuspending or zoning fixes it), but I think they are starting to work pretty well.

I'll try to clean up the sql as well. I'm not sure why it would work on mine, but not using the peq download.
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  #169  
Old 03-06-2013, 12:57 PM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Requesting Data- if you play on live (or test) and you use mercs, I could use some data. I'm trying to compile spell lists for caster dps specifically, but can use any other data.

I have pretty good data between lvl 60 - 65. I will be creating lvl 1 toons to get data, but this will take a lot of time. If anyone has data for any level, I would appreciate it. If you have it, lvl, stance, and proficiency should be known ( but not required) . I could also use /logs if you don't want to compile it on your own. ( just need the message when the spell hits) .

I have basic nuke code working on my local machine, so spell lists are all I need now. Once stances are fully in, then the spell casting can be further tweaked.

Thanks.
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  #170  
Old 03-06-2013, 02:55 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Hey captain; my mercs don't rez for some reason. I'm up to date with the most recent build as of last night and I'm pretty sure i've got your .sql order down.

Clerics have really only been hitting my group with Virtue and that's about it.

How can I resolve this?

Thanks!
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  #171  
Old 03-06-2013, 03:40 PM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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What level, proficiency, tier?

Code:
select * from merc_spell_list_entries
where merc_spell_list_id = 3
and spell_type = 65536;
what does that return? that should list the 8 resurrect spells.

If it returns nothing, check that sql for those spells has been run. Also check spell_type in that same table for the datatype. I think at one time I had it as a tinyint, should be int.

Other than that, the corpse's owner should be in your group.

Do they heal at all, or just buff? What class are you?
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  #172  
Old 03-06-2013, 03:43 PM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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BTW, about spell lists- a good way to get them for apprentice and journeyman is to do a /testcopy for your characters so you don't have to worry about hiring/ upkeep cost, and gives you access to journeyman mercs as if you are gold member.
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  #173  
Old 03-06-2013, 04:43 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Quote:
Originally Posted by bad_captain View Post
What level, proficiency, tier?

Code:
select * from merc_spell_list_entries
where merc_spell_list_id = 3
and spell_type = 65536;
what does that return? that should list the 8 resurrect spells.

If it returns nothing, check that sql for those spells has been run. Also check spell_type in that same table for the datatype. I think at one time I had it as a tinyint, should be int.

Other than that, the corpse's owner should be in your group.

Do they heal at all, or just buff? What class are you?
Thanks. I'll check it out when i get home. Levels range from 66-69 Balanced, Journeyman, T2. I've not played around with much else. They heal and buff but they don't keep mana well at all. Usually 50% or OOM; even idle. (using UF and RoF clients) Proficiencies have no noticeable impact; most likely i've got something jacked in my sql then. No issues with melee, they do their jobs well. Altho i think it's hilarious that the Vah Shir grunt and jump in your face when a mob dies.

Thanks for the tips.
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  #174  
Old 03-06-2013, 05:02 PM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Yeah, mana regen seemz slow. I think there's a bug with rest regen that I've also fixed on my local machine, but rest regen helps ( if turned on of course). The higher level you try, the worse it probably is. I don't have much data above level 65, and had to guess on a lot of stats.

Prior to my commit with merc equipment, they had no mana preservation or improved healing. The equipment's focus items help a lot. There's still a lot of room for improvement, and tweaking will continue. I'm mostly worried about getting things working, and then making improvements. Especially after getting more feedback.

Let me know about the resurrect spells.
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  #175  
Old 03-07-2013, 09:41 AM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Quote:
Let me know about the resurrect spells.
So I ran the query and I'm getting 'empty sets' returned; which is odd because I ran the 2/18 merc spells update .sql and i can see the 65536 spell line in the update but it's not sticking to my database table. What in the world?

So I ran it again and it's still not sticking; even clearing the table and rerunning doesn't help. Maybe i'll just have to dump all the merc tables and rerun them all from scratch.
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  #176  
Old 03-07-2013, 11:27 AM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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I just realized the problem. On my 2/18 commit, I referenced the mercs.sql file from the svn folder, which KLS fixed by copying over and adding to a new commit with the spell lists, since I wasn't supposed to reference the old svn scripts.. The mercs.sql file also included a change to the merc_spell_list_entries table, which wasn't copied over.

To fix, change the spell_type column to be an int instead of tinyint. You should be able to run:

Code:
ALTER TABLE merc_spell_list_entries MODIFY spell_type INT UNSIGNED NOT NULL default '0';
You will then need to re-run the spell inserts, or update the table create script and drop and recreate before running the spell insert scripts.

I will be updating spell lists this week for dps caster, so I will fix this officially then. Let me know if this works.
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  #177  
Old 03-07-2013, 11:54 AM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Okay thanks; i'll try that when I get home tonight. Since i cleared the table and reran the script for merc spells it created about 200+ line items; is this correct? It seemed like the first time i cleared the table there were a lot more lines than this.
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  #178  
Old 03-08-2013, 09:25 AM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Code:
ALTER TABLE merc_spell_list_entries MODIFY spell_type INT UNSIGNED NOT NULL default '0';
Okay that worked. I'm seeing the sets in my tables now. The next step is to test them out. Thank you!
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  #179  
Old 03-08-2013, 08:43 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
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Things im noticing...

2 boxing 2 chars with mercs... one tank merc, J2 one helaer merc j2 both level 85...

Once in combat, cleric gets low on mana fast, sits to regen, and because i had restregentimetoactivate rule set to 3 the cleric starts getting back massive mana quickly. I assume restregen shouldnt kick in while in combat?

If you suspend the merc and lose/gain a level one of two things happen.

1.)Either the timer to unsuspend counts down to 0, and the unsuspend button lights up again, but you push on it and nothing happens. You try to dismiss and it asks you it you want to dismiss, you click yes, nothing happens.

2.) Or else the timer counts down to 0 and stays greyed out and only the dismiss button is active but doesnt work.

After either 1 or 2 I then zoned. After the zone the merc is by my side again without me having to push unsuspend. Acts normally.

All of the above was true with either UF or ROF clients.
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  #180  
Old 03-08-2013, 10:56 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
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Addition..

I set restregenrule to 18 seconds.

Started fight with 2pc, 1 healer merc and 1 tank merc, all level 85.

Out of five fights, only ONE did the cleric merc not constantly regen 15+% of mana every random few seconds(3-9 seconds roughly).

Cleric merc never runs out of mana in this state. Kill a 500k hp mob with just tank and cleric merc going at it.

Cleric casting frenetic renewal every 3-5 seconds(checked in logs), default recast on that spell should be 30 seconds... Are they meant to adhere to recast times?
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