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  #1  
Old 03-23-2013, 12:04 PM
vkrr
Sarnak
 
Join Date: Mar 2013
Posts: 65
Default

is there a way besides cost to restrict merc purchases? I'd prefer players to not have access to a Tier V merc at level 1. Are there any rules in place for this, either flagging Qglobals or level?
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  #2  
Old 03-23-2013, 01:35 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
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Update-

After i pulled down secrets source around 11:30am CST and built that i hopped into the game ( UCS seems broken after that, says mail key is not right for world.exe).

Bug where develeing after death would cause merc to become unresponsive is gone. The only way i can temporarily get it to become unresponsive is if i die, lost level, and rezz in same zone, and even then after i zone the merc comes back just fine.

Chain casting bug is gone.

Well see on the zone crash stuff.

Pretty much every possible thing i could think of, cant break mercs right now. We will see if players can.
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  #3  
Old 03-25-2013, 04:23 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Quote:
Originally Posted by vkrr View Post
is there a way besides cost to restrict merc purchases? I'd prefer players to not have access to a Tier V merc at level 1. Are there any rules in place for this, either flagging Qglobals or level?
The database allows for a qglobal value to be entered. Currently there aren't any checks in the code for it since the ones from live ( theme completion to unlock specific merc level) aren't coded yet, I don't believe.

It will get put in eventually, but if you want to play around with it, check for where it sends the available merc templates to the client in MercenaryMerchantResponse or whatever.
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  #4  
Old 03-25-2013, 08:15 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
Default

Things are getting better. Trying secrets update to fix the one crash in last 20 hours ive had.

Here is a summary of bugs and issues:

Bug - If you die and delevel/rezz in same zone merc unresponsive.

Issue - Healer mercs do not cure themselves or anyone else of anything?
Issue - Healer mercs do not cast healdots, tried enabling it and they cast them but the spells dont heal for anything... weird..
Issue - Tank Mercs dont rest regen


Thanks for all the work!
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  #5  
Old 03-26-2013, 09:45 AM
vkrr
Sarnak
 
Join Date: Mar 2013
Posts: 65
Default

Great info Bad_capn. I will play with it.

In the meantime, If i wanted to remove (I'd much rather just disable them) journeyman mercs (without completely breaking the merc tables) what's the easiest way to do that?

Should I:
1) Wipe the hired merc table, delete the mercs from the merchant template entries where (and i'm not sure how to do in in SQL -- MERC ID matches with name like '%journeyman%' from the merc_npc_types table) so they should be unpurchasable?

2) Just delete * where name like '%journeyman%' from merc_npc_types table -- but will that break the merc merchants?

3) Is there a way to implement a cost PER MERC? -- I would love to set the journeyman mercs to cost a crazy amount of plat, that would solve everything rather nicely.

Thanks again for any help you guys can provide
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  #6  
Old 04-05-2013, 08:09 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
Default Possible bug

Is that GetSTR() supposed to be there in merc.cpp

Code:
int16 Merc::CalcAGI() {
	int16 val = _baseAGI + itembonuses.AGI + spellbonuses.AGI;
	int16 mod = aabonuses.AGI;

	int16 str = GetSTR();

	AGI = val + mod;

	if(AGI < 1)
		AGI = 1;

	return(AGI);
}
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  #7  
Old 04-06-2013, 01:41 PM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
Default

One bug and a few things i dont understand.

I buy a level 50 J2 tank merc, has base stats like DB using #showstats. If i buff him with "Swift like the wind" spell number 172 which to my knowledge has no stat or resist buffs in it, then the merc has around 20 added to str,dex,40 to sta, 20 to agi, and resists are bumped up 60? When you suspend and restore the merc MOST of the time the stats return back to normal. Picture is below demonstrating me buying the merc, #showstats, buffing-showstats, suspending and bringing him back - showstats. I totally don't understand this.

Why do the mercs have so much attack? The values in the database don't match up with stats shown in game, and the ATK stats in the database are SKY high.

If i am understanding the code in attack.cpp right below then its looking for merc ATK which doesn't seem to be the same as in the database(which is even higher) Is it using CalcATK() from merc.cpp?? If so does then CalcATK also adds strength and skill to come up with its number?? If CalcATK does that then isnt Str and Offense added twice when it hits the code below??

I am trying pretty hard to balance things for my server, and the ground keeps shifting under my feet every time i solve one problem. Any information is apprecaited. Thank you.

Code:
if(attacker->IsClient())
		{
			attack_rating = (attacker->CastToClient()->CalcATK() + ((attacker->GetSTR()-66) * 0.9) + (attacker->GetSkill(OFFENSE)*1.345));
		}
		
		else
		{
			attack_rating = (attacker->GetATK() + (attacker->GetSkill(OFFENSE)*1.345) + ((attacker->GetSTR()-66) * 0.9));
		}


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  #8  
Old 04-02-2013, 07:31 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

Quote:
Originally Posted by Armm View Post
Issue - Healer mercs do not cast healdots, tried enabling it and they cast them but the spells dont heal for anything... weird..
They should now cast the heal over time spells. I'll look further into the spells not being effective.
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  #9  
Old 04-03-2013, 08:03 AM
Armm
Sarnak
 
Join Date: Feb 2013
Posts: 70
Default

Thank you much, that should ease the mana strain on them.
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  #10  
Old 04-03-2013, 08:43 AM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
Default

Some additional feedback; i'm not sure if this is exclusive to me or those of us using mercs but; has anyone noticed with the latest build and mercs that grouping seems off? If I'm two boxing, the invitee doesn't see the other's merc in the group but the inviter sees the group leader's merc within the group.

If i revert a few builds back the issue isn't there. Disbanding, suspending etc. doesn't seem to fix the problem.
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