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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

10-16-2013, 06:49 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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send me a pm and I can help you figure all this stuff out.. my server code (95% same as main eqemu) is on github too if you want to see what i did with beastlord pets and the special combat abilities (i changed some formulae)
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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10-16-2013, 07:05 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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oh yeah if anyone cares
if you check out alakamin (search for it on github) and compile it.. and then update your db to include the monster race (i think 65535) on specific (or all) items. the server will register the stats properly.
at some point I will re-design my horrible, atrocious, vomit inducing website and explain everything more effectively.
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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10-18-2013, 04:46 PM
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Sarnak
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by Davood
oh yeah if anyone cares
if you check out alakamin (search for it on github) and compile it.. and then update your db to include the monster race (i think 65535) on specific (or all) items. the server will register the stats properly.
at some point I will re-design my horrible, atrocious, vomit inducing website and explain everything more effectively.
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Could you point me towards where in your source you changed to make items work for 65535 races?

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10-18-2013, 05:58 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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https://github.com/davoodinator/Serv...ource=cc#L1893
from 1893 to 1933 is the code snippet you are interested in
Code:
bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
{
bool IsRace = false;
bool IsClass = false;
uint32 Classes_ = Classes;
uint32 Races_ = Races;
int32 Race_ = GetArrayRace(Race);
for (int CurrentClass = 1; CurrentClass <= PLAYER_CLASS_COUNT; ++CurrentClass)
{
if (Classes_ % 2 == 1)
{
if (CurrentClass == Class_)
{
IsClass = true;
break;
}
}
Classes_ >>= 1;
}
Race_ = (Race_ == 18 ? 16 : Race_);
for (unsigned int CurrentRace = 1; CurrentRace <= PLAYER_RACE_COUNT; ++CurrentRace)
{
if (Races_ % 2 == 1)
{
if (CurrentRace == Race_)
{
IsRace = true;
break;
}
}
Races_ >>= 1;
}
if (Race_ == 69) {IsRace = true;}
return (IsRace && IsClass);
}
that said.
that is only one small part of it
you will also have to make those races available in other ways too in the source code
there are changes i've made too, to make it happen.. properly.
client.cpp
race.h
races.cpp
bot.cpp
many changes. honestly just download those files and diff them with the main source and you should see the differences pretty clearly (how I added races).. ultimately im going to add all of the races (for no good reason, just beacuse i can)
honestly, if you aren't too picky, you should just download my code from github and compile it, if you pester me enough ill update it to include all races, so that its friendly to whatever you want to do with it.
One thing you may want to do is change pets.cpp to teh original one from eqemu source. as i have heavily modified that file... and i'm not done.. gonna add all the monster races to it too... bixies need their halfling pets mk
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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10-19-2013, 03:55 PM
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Sarnak
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by Davood
https://github.com/davoodinator/Serv...ource=cc#L1893
from 1893 to 1933 is the code snippet you are interested in
Code:
bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
{
bool IsRace = false;
bool IsClass = false;
uint32 Classes_ = Classes;
uint32 Races_ = Races;
int32 Race_ = GetArrayRace(Race);
for (int CurrentClass = 1; CurrentClass <= PLAYER_CLASS_COUNT; ++CurrentClass)
{
if (Classes_ % 2 == 1)
{
if (CurrentClass == Class_)
{
IsClass = true;
break;
}
}
Classes_ >>= 1;
}
Race_ = (Race_ == 18 ? 16 : Race_);
for (unsigned int CurrentRace = 1; CurrentRace <= PLAYER_RACE_COUNT; ++CurrentRace)
{
if (Races_ % 2 == 1)
{
if (CurrentRace == Race_)
{
IsRace = true;
break;
}
}
Races_ >>= 1;
}
if (Race_ == 69) {IsRace = true;}
return (IsRace && IsClass);
}
that said.
that is only one small part of it
you will also have to make those races available in other ways too in the source code
there are changes i've made too, to make it happen.. properly.
client.cpp
race.h
races.cpp
bot.cpp
many changes. honestly just download those files and diff them with the main source and you should see the differences pretty clearly (how I added races).. ultimately im going to add all of the races (for no good reason, just beacuse i can)
honestly, if you aren't too picky, you should just download my code from github and compile it, if you pester me enough ill update it to include all races, so that its friendly to whatever you want to do with it.
One thing you may want to do is change pets.cpp to teh original one from eqemu source. as i have heavily modified that file... and i'm not done.. gonna add all the monster races to it too... bixies need their halfling pets mk
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Question:
I see that the only thing you changed in IsEquipable is you added the line "if (Race_ == 69) {IsRace = true;}".
Meaning if the Race of the player is ever 69, ie: Will-O-Wisp, then it is a valid race.
If the only way to become a non-player race is to talk to a npc to get it done for you why not simply comment out the "if (Races_ %2 ==1)" logic and just put:
If (Races_ != null && Races_ != 0)
{
IsRace = true;
break;
}
???
This would allow any non-standard race to equip any item, ever.
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10-19-2013, 04:02 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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im speaking off the cuff here. but i couldnt be mistaken, its literally been 8-9 months since ive looked at that part of the code. but in the other files i referenced i haev lumped all of the non pc races into one "race" for reference elsewhere, that might be what the 69 is. otherwise you are probably right.
the problem lies in the OTHER parts, a /who all won't work unless you also update the other cpp and .h files i mentioned and add all of the races
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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10-19-2013, 04:03 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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and yes without tijnkering with teh client, the only way to change to one of these races is to do a permarace call in perl
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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10-19-2013, 05:23 PM
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Sarnak
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by Davood
and yes without tijnkering with teh client, the only way to change to one of these races is to do a permarace call in perl
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Hmm, i made changes similar to yours in the source you mentioned except for client.cpp.
When i did a compare between default and your client.cpp's there were no differences??
Are you sure all i have to do is changed:
race.cpp
race.h
items.cpp?
Items are still red with race:All on them to my gnoll :(
[edit]: Scratch that, i looked at zone\client.cpp but it is only returning string values, and not really handling anything? I still added Gnoll but no change.
So i've changed:
race.cpp
race.h
items.cpp
client.cpp
still stats are not affecting my custom race :(
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10-19-2013, 06:57 PM
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Hill Giant
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Join Date: Sep 2008
Location: So. California
Posts: 219
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world/client.cpp
hmm I played with this a while back as well...
but dont recall, Im gonna mess with it as well on my end
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10-19-2013, 06:59 PM
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Sarnak
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by rencro
world/client.cpp
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world/client.cpp has nothing to do with races being able to equip items though?
The only thing he changed in his world/client.cpp was stuff about tutorial. 
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10-19-2013, 07:04 PM
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Hill Giant
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Join Date: Sep 2008
Location: So. California
Posts: 219
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Yea, sorry, dont mind me..trying to do 15 things at once 
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10-20-2013, 03:39 PM
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Discordant
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Join Date: Jan 2005
Posts: 488
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oh shoot - something is broken on alakamin?
i better check this.. i had equipping working before.. must be a merge that i didn't pay attention to sometime recently.
__________________
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Demon Overlord of Alakamin
skype @ davoodinator
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10-20-2013, 03:42 PM
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Sarnak
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by Davood
oh shoot - something is broken on alakamin?
i better check this.. i had equipping working before.. must be a merge that i didn't pay attention to sometime recently.
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Not sure if it is on your server, talking about mine lol. I don't like just throwing stuff in so I'm trying to work it out myself  .
Do you know what could be the issue with weapons not working right in custom form, or why hp/mana won't regen when you put items on?
ps: I'm on my TS3
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10-20-2013, 03:44 PM
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Administrator
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Join Date: May 2013
Location: United States
Posts: 1,603
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I was talking about Fadedspirit's server.
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10-20-2013, 04:05 PM
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Hill Giant
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Join Date: Sep 2008
Location: So. California
Posts: 219
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Your Gnolls are not properly defined in the code, I replaced my Human pirates with Gnolls and now my Human Pirates have the same behavior you are talking about..But Gnolls work fine now..
Perhaps something was missed when you patched it, here is the diff for me, numbers may not line up as I have lots of other custom stuff in:
Code:
diff --git a/common/Item.cpp b/common/Item.cpp
index 1f74b1b..9e15f48 100644
--- a/common/Item.cpp
+++ b/common/Item.cpp
@@ -1928,6 +1928,7 @@ bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
}
Races_ >>= 1;
}
+ if (Race_ == 69) {IsRace = true;} // davood
return (IsRace && IsClass);
}
diff --git a/common/races.cpp b/common/races.cpp
index d088ce1..69878d1 100644
--- a/common/races.cpp
+++ b/common/races.cpp
@@ -106,6 +106,8 @@ uint32 GetArrayRace(uint16 race) {
return Array_Race_FROGLOK;
case DRAKKIN:
return Array_Race_DRAKKIN;
+ case ALAKAMIN_HUMAN_PIRATE:
+ return Array_Race_SHROUD; // davood
default:
return Array_Race_UNKNOWN;
}
diff --git a/common/races.h b/common/races.h
index 2c360e9..d610c86 100644
--- a/common/races.h
+++ b/common/races.h
@@ -54,6 +54,7 @@
#define EMU_RACE_NPC 131069 // was 65533
#define EMU_RACE_PET 131070 // was 65534
#define EMU_RACE_UNKNOWN 131071 // was 65535
+#define ALAKAMIN_HUMAN_PIRATE 341 // davood
#define human_1 1
@@ -72,6 +73,7 @@
#define vahshir_1 8192
#define rall_1 16384 //froglok?
#define drakkin_1 32768
+#define shroud_1 65536 //davood
const char* GetRaceName(uint16 race);
@@ -97,8 +99,10 @@ inline uint32 GetRaceBitmask(uint16 race) { return uint32(pow(2.0f, float(GetArr
#define Array_Race_DRAKKIN 16
#define Array_Race_NPC 17
#define Array_Race_PET 18
+#define Array_Race_SHROUD 69 // lets see if this works (Davood)
#define Count_Array_Race 19 // used for array defines, must be the max + 1
-#define PLAYER_RACE_COUNT 16 // The count of all player races
+#define PLAYER_RACE_COUNT 17 // davood
+//#define PLAYER_RACE_COUNT 16 // The count of all player races
/*
diff --git a/zone/client.cpp b/zone/client.cpp
index 96eb1a3..b183661 100644
--- a/zone/client.cpp
+++ b/zone/client.cpp
@@ -6264,6 +6264,7 @@ void Client::SendStatsWindow(Client* client, bool use_window)
case 130: race_Name = "Vah Shir"; break;
case 330: race_Name = "Froglok"; break;
case 522: race_Name = "Drakkin"; break;
+ case 341: race_Name = "Human_Pirate"; break; // davood
default: break;
}
/*##########################################################
@@ -7116,6 +7117,8 @@ const char* Client::GetRacePlural(Client* client) {
return "Frogloks"; break;
case DRAKKIN:
return "Drakkin"; break;
+ case ALAKAMIN_HUMAN_PIRATE:
+ return "Human_Pirate"; break; //davood
default:
return "Races"; break;
}
Just replace Human Pirate with Gnolls, and Gnoll info, must say, the Gnolls look cool as a playable race!! Thanks Davood!!!
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