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Spell Support Broken Spells? Want them Fixed? Request it here. |

10-23-2014, 02:41 PM
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Fire Beetle
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Join Date: Oct 2012
Posts: 14
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Now im just having issues with enabling bots/mercs. Ive tried to follow the guide and within the server setup guide but not doing it well I guess. Since the new repack came out I did not do the same things they say to do in the server install wiki.
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10-23-2014, 02:55 PM
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Administrator
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Join Date: May 2013
Location: United States
Posts: 1,603
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If you're using the repack, I believe Akkadius said he did NOT include bots, I'm not sure what is wrong with your mercenaries.
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10-24-2014, 10:28 AM
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Fire Beetle
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Join Date: Oct 2012
Posts: 14
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Well...im not a programer at all, but I can somewhat figure things out. But, I cannot find the file folder that he says to look for to even turn on the mercs? Unless on the repack they are already turned on? I have tried to hail a merc person in game and they do not respond.
Thanks
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10-24-2014, 11:04 AM
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Dragon
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Join Date: Nov 2008
Location: GA
Posts: 904
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Quote:
Originally Posted by samaus31
Well...im not a programer at all, but I can somewhat figure things out. But, I cannot find the file folder that he says to look for to even turn on the mercs? Unless on the repack they are already turned on? I have tried to hail a merc person in game and they do not respond.
Thanks
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The NPCs class is set incorrectly, it needs to be changed to 71.
#npcedit class 71
then #repop
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10-24-2014, 01:24 PM
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Fire Beetle
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Join Date: Oct 2012
Posts: 14
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Sweet! That worked to get him to open up the option to hire, however, the fields are all blank? I cannot choose any mercenary.
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10-24-2014, 02:09 PM
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Fire Beetle
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Join Date: Oct 2012
Posts: 14
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ok. I figured it out  I had to put true to all the allowmercs, I did not realize there were more than 1 allowmercs in the server rules.
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10-24-2014, 10:24 PM
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Fire Beetle
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Join Date: Oct 2012
Posts: 14
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Ok..another problem. I had to run errands and did not try to spawn any mercs until now, they are available for hire but it tells me they fail to spawn. Im looking up corrections for this unless you guys have something faster? 
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10-03-2016, 01:17 PM
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Hill Giant
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Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
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I just tried this for a beastlord pet. I can get everything to work, except the pet doesn't follow? If I bring a mob into range it will attack etc. but follow it does not! Any ideas?
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Expletus / Volgar
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10-03-2016, 02:41 PM
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Hill Giant
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Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
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Actually no matter what type of pet I make, swarm etc they act like they are rootes.
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Expletus / Volgar
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10-04-2016, 01:40 AM
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Discordant
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Join Date: May 2016
Location: Above Hell
Posts: 400
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I've created a whole bunch of class pets for 71-80, including bst, mage, & necro pets.
They all seem to be functioning properly so far, including following the owner.
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Project Insect Completed
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10-04-2016, 11:07 AM
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Hill Giant
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Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
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I've been able to in the past without issues. No idea why they aren't following.
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Expletus / Volgar
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10-04-2016, 11:39 AM
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Discordant
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Join Date: May 2016
Location: Above Hell
Posts: 400
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Just fishing for theories here, but when you create the NPC for the pet, is the runspeed
set to higher than 0 ? and if not, could that have anything to do with it ?
If I get a chance I will test the theory after.
Just thought of something else, in the pets table, I usually set pet power to -1 and pet
control to 2, not sure if that has any bearing, again, just fishing, (chuckle)
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Project Insect Completed
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10-04-2016, 05:02 PM
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Hill Giant
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Join Date: Jan 2010
Location: Baltimore Maryland
Posts: 152
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I copied the previous line from the bst. Will double check tonight when I get home.good idea though!
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Expletus / Volgar
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10-02-2017, 04:31 PM
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Fire Beetle
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Join Date: Sep 2017
Location: At home
Posts: 3
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I know this is little dated post, but I found this post very valuable with adding the higher level pets into my server and I did not find this information anywhere else, so just to help the next person looking. I used the copy line on prevous pet and then tweaking the stats to the higher level pet and add the info into the pets table.
Now the trick I discovered is there is a column in the pets table labeled "petpower". If you set "petpower" to '45' you will cause the server to reply with the "can not find the pet <petname> ". The fix for this is to just simply change the "petpower" to 40 or lower and now you can summon the pet with the appropriate spells. I am not completely sure why this is setup this way but I am thinking it is probably a way to test and experiment with different pet settings and allowing the admin to keep the pets in the table to save the data but having a simple switch to disable them and prevent accidental use by the players.
Once I changed this field 'petpower' to 40 or lower the pet was able to be summoned in game.
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10-02-2017, 04:55 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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petpower is how we look up pet focus versions of the pet. We actually do this kind of wrong. The client function actually returns the spell ID (implying to me this is the data they use to distinguish NPCs) They also return a CachedFocusItem which lets them get item info, which might also indicate they can use that data. The older pet spells do have focus item set in them by item ID too.
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