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

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 11-06-2012, 11:35 AM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

The ability to have multiple mercs came in December of last year, which was a month after VoA came out. From the December 14th 2011 patch notes:

Quote:
Mercenary Roster -
- Players can now buy extra mercenary slots on the Marketplace and keep a roster of mercenaries that they can switch between. Mercenaries operate the way they used to, except that if you purchase another mercenary, it will become active and replace the mercenary you had active before (if any). Dismissing a mercenary will cause the first remaining mercenary in your roster to become the active mercenary (though suspended). Transferring a mercenary will cause the target player's active mercenary to be suspended and the newly transferred one to become active.
- To switch mercenaries in your roster, open the Mercenary Management UI.
- Added the new command /mercswitch. With no arguments, it lists the current roster of mercenaries and displays the one that is currently active. Adding a parameter allows switching between mercenaries in the roster.
I don't think the name is needed for SoD or UF, and wasn't present until this patch. I have collects from December 7th or 8th (before the change), and then Provocating sent me caps from December 27th - 30th (after). One of the unknowns may not be needed as well, I will have to double check my packets to verify. The additional fiend at the end may have come at the same time, as I don't believe it is in my captures either. I hope to verify tonight, but things have been a little busy around work with the election.

Here's a packet from 12/5:

Code:
12/5/2011 2:56:56 AM
[OPCode: 0x0327] OP_MercenaryDataResponse [Server->Client] [Size: 82]
000 | 01 00 00 00 e4 a4 bf 07 01 00 00 00 16 07 00 00  | ................
016 | e4 a4 bf 07 29 41 c0 07 00 00 00 00 00 00 00 00  | ....)A..........
032 | 00 00 00 00 00 00 00 00 13 00 00 00 00 a0 bb 0d  | ................
048 | 00 24 00 00 00 01 00 00 00 02 00 00 00 00 00 00  | .$..............
064 | 00 01 01 00 00 00 02 00 00 00 00 00 00 00 01 00  | ................
080 | 00 00                                            | ..
The Group UpdateB packet and the two following have the merc's name.

Code:
[OPCode: 0x7139] OP_Unknown [Server->Client] [Size: 86]
000 | e1 ad 00 00 02 00 00 00 xx xx xx xx xx xx 00 00  | ........MyName..
016 | 00 00 00 xx xx xx xx xx xx 00 00 00 00 05 00 00  | ...MyName.......
032 | 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00  | ................
048 | 44 69 61 73 72 69 72 31 30 32 37 39 39 00 01 00  | Diasrir102799...
064 | xx xx xx xx xx xx 00 05 00 00 00 00 00 00 00 00  | MyName..........
080 | 00 00 00 00 00 00                                | ......

Code:
12/5/2011 2:56:58 AM
[OPCode: 0x7706] OP_Unknown [Server->Client] [Size: 16]
000 | 5c 02 00 00 c2 04 00 00 44 69 61 73 72 69 72 00  | \.......Diasrir.
I haven't checked to see if those opcodes have been figured out. I just wanted to post them for reference.

Last edited by trevius; 11-06-2012 at 01:15 PM.. Reason: Changed patch notes to be quoted so the forums aren't stretched really with for code blocks.
Reply With Quote
  #2  
Old 11-06-2012, 01:15 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

I think those 2 unknowns are just normal group packets. They look pretty familiar just based on the info in them.

That 12/5/11 packet is interesting. Here is the breakdown of the packet into a struct as far as I can tell. Almost all of the fields match up with what I have seen on VoA other than the last extra field on VoA and the Status field for the new F2P membership stuff. Though, there appears to be an extra MercType field at the top of the struct, which is something I haven't seen before. Maybe if we try the struct like that, the update will work properly. I will see if I can figure out a good way to do that. I can't think of a good reason to have the MercType field redundant like that unless it is something to tell the client which is the highest type it currently has access to or something.

Code:
01 00 00 00 - 1 - MercStatus
e4 a4 bf 07 - 130000100 - MercType again ?
01 00 00 00 - 1 - MercCount
16 07 00 00 - 1814 - MercID
e4 a4 bf 07 - 130000100 - MercType
29 41 c0 07 - 130040105 - MercSubType
00 00 00 00 - 0 - PurchaseCost
00 00 00 00 - 0 - UpkeepCost
00 00 00 00 - 0 - AltCurrencyCost
00 00 00 00 - 0 - AltCurrencyUpkeep
13 00 00 00 - 19 - AltCurrencyType
00          - 0 - MercUnk01
a0 bb 0d 00 - 900000 - TimeLeft
24 00 00 00 - 36 - MerchantSlot
01 00 00 00 - 1 - MercUnk02
02 00 00 00 - 2 - StanceCount
00 00 00 00 - 0 - MercUnk03
01          - 1 - MercUnk04
01 00 00 00 - 1 - StanceIndex
02 00 00 00 - 2 - Stance
00 00 00 00 - 0 - StanceIndex
01 00 00 00 - 1 - Stance
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
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 04:29 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 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3