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  #1  
Old 03-29-2010, 05:25 AM
Noport
Opcode Ninja
 
Join Date: Mar 2009
Location: San francisco
Posts: 426
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you are correct it's called the Targets/Target's Window , example you pull the boss he grabs five other to help him fight they all now appear in your targets/target's window. the bots have hp/mana/end as well as the player. you have to account for six total targets/target's. another example you click on a player it now shows 30+ buffs on player.
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  #2  
Old 03-30-2010, 03:05 AM
ptarp
Fire Beetle
 
Join Date: Jan 2010
Location: Idaho
Posts: 27
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Noport, are you sure you aren't talking about the extended targets window? That came about after UF and isn't included in starting SoD client. group Target-Of-Target leader AA is in SoD and has the same single target window only showing the single target of the mob or pc you have targeted.
The target window shows buffs on NPCs but I think 'Inspect Buffs' group leader AA was required for that, though you didn't have to have a group for it to work.
The group and target windows do show health, mana, and endurance, and the old ones didn't, though I can't remember them showing endurance and mana for npcs that weren't in your group. PC and mercenary only I thought, which might be a good reason for seperate structs.
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  #3  
Old 03-30-2010, 05:50 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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Well, I figured out why NPC HPs weren't updating properly. It was just that the incorrect opcode was set. I corrected it and they work just fine now.

Also, I found out that targeting works just fine as it is. Turned out that I was casting an AE spell, which is why it wasn't hitting my target. I never knew wizards got an AE spell at level 1, or I would have thought to check that *blushes* LOL

So, as far as I know, that mainly leaves grouping as the big thing that needs to be done to get SoD just about fully functional. We still have some minor things to adjust in the spawn struct and there is something wrong with items that make them no drop, but those 2 things shouldn't be too hard to finalize.

Keep an eye out for any other bugs with the client that haven't been documented yet and post them in the SoD bug thread in the bug reports section of the forums.
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  #4  
Old 03-30-2010, 07:59 AM
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trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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I started doing some research to try to figure out the new formula for HP/Mana/Endurance. I think I will start with HP, since that is the most important to have, and figure out the others later.

So far, I have checked a Ranger and tested by equiping an item that adds 100 STA to show how much HP it adds per point of STA. This is what I have for now:

Ranger:
Code:
LVL - HP Per STA - Base HP w/ 75 STA
1 - .08 - 33
2 - .15 - 62
3 - .23 - 91
4 - .30 - 120
5 - .39 - 148
6 - .46 - 177
7 - .53 - 206
8 - .62 - 234
9 - .69 - 263
10 - .77 - 292
11 - .84 - 321
20 - 1.54 - 579
30 - 2.30 - 867
40 - 3.06 - 1155
50 - 4.60 - 1729
60 - 6.14 - 2304
65 - 6.90 - 2592
70 - 7.66 - 2880
75 - 8.43 - 3167
80 - 9.20 - 3454
85 - 9.20 - 3594
I am guessing that most archetypes use the same formulas, but only testing will tell for sure. Hopefully we won't need to check each class individually or that would take forever. There definitely seems to be a pattern here with HPs gained per STA point. I am sure this will be a long and tedious process to get all classes figured out as close as possible.
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  #5  
Old 04-01-2010, 01:00 AM
Vampire1212
Sarnak
 
Join Date: May 2009
Location: MI
Posts: 58
Thumbs up Great work (:

I just wanted to give thanks to all those who are working hard on this. I love what eqemulator.org is doing for SoD. It seems everyone is getting somewhat caught up to live.

Keep up the good work!

- Steven
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  #6  
Old 04-01-2010, 01:57 AM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 669
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I got bored so I started trying to figure out what race number went with what race. It is a bit messy but this is what I found so far

Code:
Race 591 - Crystal

Race 594 - Worg Mount

Race 597 - Lizard Mount

Race 598 - Spectral Worg Mount

Race 607 - mph.eqg - a Vekerchiki infiltrator - http://eqbeastiary.allakhazam.com/search.shtml?id=31802

Race 608 - mud.eqg - New Golem

Race 614 - bal.eqg - Overlord Gevalark the Dread - http://eqbeastiary.allakhazam.com/search.shtml?id=31992

Race 615 - a crystalline trichordont - http://eqbeastiary.allakhazam.com/search.shtml?id=31785

Race 616 - cry.eqg - Floating Transparent Globe

Race 617 - Gnoll - http://eqbeastiary.allakhazam.com/search.shtml?id=31951

Race 620 - dvl.eqg - a vitrik towerguard - http://eqbeastiary.allakhazam.com/search.shtml?id=33667

Race 622 - god.eqg - Lord Brekt, Rider of Discord - http://eqbeastiary.allakhazam.com/search.shtml?id=32645

Race 623 - New Feran

Race 624, texture 2, gender 0 - a Rallosian seer - http://eqbeastiary.allakhazam.com/search.shtml?id=31657

Race 625 - Winged Lizard

Race 626 - gra.eqg - Giant -
Process of elimination takes a while so if anyone knows a faster way to get that information I am up for trying it.
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  #7  
Old 04-02-2010, 04:44 PM
cubber
Discordant
 
Join Date: Apr 2006
Posts: 374
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Came across a weird bug with bots and SoD:

I installed SoD, updated my server to svn rev 1340 and logged in. Spawned my cleric and shamy bots then zoneed to hateplaneb on my GM monk character.

Went to attack the first NPC I saw and the bots took off, and all animation stopped. I was able to see the NPC's health bar drop, but was unable to hit any hotkeys (every attempt said you cannot do that right now) or do anything besides toggle auto attack, (which did nothing to my characters animation). The only other thing I could do was use /q to exit the game. When I came back in the NPC's were dead and I was in the spot I was when I /q'd.

The best way to describe it is it was like I was going LD, but I was not LD...

A few notes after duplicating the issue.

- The issue only happens in SoD not SoF

- The issue only happens when I zone into hateplaneb with a group of bots then attack something.

- The issue DOES NOT happen when I log into hateplaneb from scratch, spawn bots, then attack.

I then tested zoning into kurns tower with a group of bots and all was fine. So it may be on a per zone basis. I have not had time to test any further.
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