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
  #16  
Old 08-14-2006, 01:33 PM
Glorandwarf
Fire Beetle
 
Join Date: Jul 2006
Posts: 5
Default

will take a look into training the Salvage AA and see what happens, pretty much just tested it with Innate Strength and Innate Stamina. Those AAs will show the correct values in the client (have been working correctly on the server side), figured that they would work for all of them. Back to the drawing board.

I'm going to check my source and make sure that I did make a patch for all of my AA changes, and if I missed anything I will repost it.

LOL, when I first posted my changes to the AA code I was stuck at getting it to work, so I thought that maybe someone else would get it working. Never know when inspiration will strike, huh?
Reply With Quote
  #17  
Old 08-14-2006, 04:20 PM
Glorandwarf
Fire Beetle
 
Join Date: Jul 2006
Posts: 5
Default

After doing some preliminary checking on the Salvage AA, it appears that it is not saving it in the player profile for some reason. Using a test command that displays PC stats (including AAs), I can see that whenever I zone, it loses the Salvage AA altogther, but it keeps the others (ex. Innate Charisma).

Will check into it some more later, getting late now.

EDIT: I located the problem with the Salvage AA: has to do with its id of 997. There's some code that removes any AA entries that have ids out of range, and the highest ID (defined in AA.h) is 933, so it is removing the Salvage AA entry. Will see about adding the rest of the aa ids into the file later, it's still late.

Last edited by Glorandwarf; 08-15-2006 at 12:29 AM..
Reply With Quote
  #18  
Old 08-14-2006, 04:23 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Slightly off-topic, but similar in loss of data (maybe due to it not saving while zoning) -- Endurance. Everytime I zone, it's 0. And yes, it's been posted before. But if Glorandwarf can locate the bad save, maybe it'll lead to a fix for endurance, too.
Reply With Quote
  #19  
Old 08-14-2006, 05:28 PM
mattmeck
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by John Adams
Slightly off-topic, but similar in loss of data (maybe due to it not saving while zoning) -- Endurance. Everytime I zone, it's 0. And yes, it's been posted before. But if Glorandwarf can locate the bad save, maybe it'll lead to a fix for endurance, too.
Endurance is 100% broke, its not even started code wise, last I checked. So even if it saves properly it wont do anything.
Reply With Quote
  #20  
Old 08-15-2006, 01:28 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

Quote:
Originally Posted by mattmeck
Endurance is 100% broke, its not even started code wise, last I checked. So even if it saves properly it wont do anything.
Ahh, ok. That answers that.

Thanks for the info.
Reply With Quote
  #21  
Old 08-16-2006, 03:39 PM
Glorandwarf
Fire Beetle
 
Join Date: Jul 2006
Posts: 5
Default

Hello all,

I managed to find out what was going on with the Salvage AA, and I think that I have it fixed now. There was some code that checked AAs to see if any were invalid, and if so, they were removed. The last valid ID was 933, and since the ID for Salvage was 997, it was seen as being invalid and was removed.

I have updated the zone/AA.h file to include all of the AAs available up through the Omens of War expansion, so any of the AAs that are currently available should be purchaseable without any being deleted on zoning. Note that this does NOT add any new AAs to the game, as that needs to be done with the database. This new file provides IDs to the developers to use when coding the AAs into EQEmu.

The updated zone/AA.h file is located here.

Hope this helps out.
Reply With Quote
  #22  
Old 08-16-2006, 05:13 PM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

Quote:
Originally Posted by Glorandwarf
Hello all,
Note that this does NOT add any new AAs to the game, as that needs to be done with the database.
So I assume you mean the aa's that are visable to each class as a class, the info for which to display is in teh database somewhere?

If someone could point out where I'd be happy to start working through it to see if i could clean that up, I don't mind database work so much anymore...

EDIT:: Unless you meant all new AA's, cause I don't know enough to be able to do that, but i notice several classes are missing aa's that other classes have and can use, they just aren't visable to those (melee crit for rogue isn't visable, but the same aa is visable to SK or pally for example...)

Last edited by Zengez; 08-17-2006 at 01:25 AM..
Reply With Quote
  #23  
Old 08-17-2006, 07:01 PM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

I Figured out where the class variable is placed for who can get what on alt advancement, but can anyone tell me how this variable is calculated? It's the class collumn under the altadv_vars table... I knew how that worked once upon a time but if someone can give me the formula/post a link describing it, i'll post an update to fix some of them when I'm done editing it....

Thanks

EDIT: Nevermind, should have guessed it was the powers of 2 trick, will post an update sometime in the near future...

Last edited by Zengez; 08-18-2006 at 03:16 AM..
Reply With Quote
  #24  
Old 08-17-2006, 08:12 PM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

Update:

Ok, heres all the arch-type aa's and their correct 'classes' field to make them availible to the correct classes... it's only mildly tested as i lost the ability to log into the emu login server a few minutes ago and so I must go figure out why that is...

Also; I couldn't find a decent list of aa's anywhere so this is off allakhazam's website... if you notice one is missing from a class please let me know and i will update it as necessary..

Enjoy.

Healing Adept 33876
Healing Gift 33876
Spell Casting Reinforcement 58452
Spell Casting Fury 58492
Channeling Focus 64892
Natural Durability 33722
Natural Healing 33722
Combat Fury 33722
Fear Resistance 33722
Finishing Blow 33722
Combat Stability 33722
Combat Agility 33722
Mental Clarity 64892
Spell Casting Mastery 31812
Spell Casting Subtlety 31016
Spell Casting Expertise 31016
Spell Casting Deftness 30760

Last edited by Zengez; 08-18-2006 at 04:22 AM..
Reply With Quote
  #25  
Old 08-18-2006, 04:17 AM
sylverwolf
Sarnak
 
Join Date: May 2005
Posts: 54
Default

I'm not sure if you're up to the 1 class specific AA's yet or working on the general ones but ranger class AA's missing are:

Innate camoflage (druid also but never made one to see if it exists)
Endless quiver
Archery mastery

Not trying to rush ya folks or anything but so far, this is awesome. Thanks all

Oh, also when I bought a point in Planar Power, my STR cap increased but none of the others and any following purchases didn't increase STR cap. It was just a one time thing it seems. I been thinking about this and for others, they seem to be working as they should for the most part. Maybe I should recreate a character using the new server? or download and rebuild the PEQ database? or both?
__________________
He Had died of natural causes--because a dagger in the heart naturally kills you. --Drizzt Do'Urden
Reply With Quote
  #26  
Old 08-18-2006, 07:02 AM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

Quote:
Originally Posted by sylverwolf
I'm not sure if you're up to the 1 class specific AA's yet or working on the general ones but ranger class AA's missing are:

Innate camoflage (druid also but never made one to see if it exists)
Endless quiver
Archery mastery
Yea i've only done the arch type aa's because the class specific aa's aren't in the database at the moment (aside from the ones that are already showing) figured I'd look into that maybe tomorrow if i get the time, but I'd bet they need to be entirely coded which I don't really know how to do.... 'course i didn't know how to do most of this stuff i've done so no time like the present to learn and all that


Quote:
Originally Posted by sylverwolf
Oh, also when I bought a point in Planar Power, my STR cap increased but none of the others and any following purchases didn't increase STR cap. It was just a one time thing it seems. I been thinking about this and for others, they seem to be working as they should for the most part. Maybe I should recreate a character using the new server? or download and rebuild the PEQ database? or both?

This i believe is a known issue, anything past the 'general' tab doesn't work for more than 1 aa rank... i.e. natural durability (archtype increase max hp) only works for the initial rank of 2%, but not for the following 2nd or 3rd rank hp boosts, I believe this is being worked on... Rebuilding your database or the server type won't help this problem, however it is not a bad idea to keep up to date on the server downloads as patching is quick and easy and does help various other problems with aa's.

Hope that helps.
Reply With Quote
  #27  
Old 02-02-2007, 10:52 AM
Walnutt
Fire Beetle
 
Join Date: Jan 2007
Posts: 1
Default

It has been a couple of months, just curious if there has been anything else done to fix aa's? I'm not a programmer or anything but I've noticed, like this thread mentioned, on the server I play on that the general aa's work, and that the rest look broke, and quite a few are missing.

Thanks for yalls work guys.
Reply With Quote
  #28  
Old 02-03-2007, 06:37 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I actually have been looking at AAs. I have all up through general completely working.. not that they weren't working before but under my new modifications to the aa system heh. I'm doing archtypes now and I hope to have all luclin aa's working within a few weeks.. if I don't get distracted with anything or run into any major hurdles that is.
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 09:15 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3