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  #1  
Old 03-31-2015, 09:33 PM
lordnivek1
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Default Inspect buffs without group

Is there any way to make it so I can use the group AA skill inspect buff without being in a group of three?
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  #2  
Old 04-03-2015, 11:59 AM
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Drajor
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This is untested, however this is where the condition is checked for group members being 3 or more. Change > 2 to > 1 and see what happens.
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Last edited by Drajor; 04-03-2015 at 12:00 PM.. Reason: Wrong line of code ;)
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  #3  
Old 04-03-2015, 12:15 PM
demonstar55
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If you mean the NPC's buffs showing up in the target window you can make that change, but if you mean the /command then you're out of luck since the client has checks.
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  #4  
Old 04-03-2015, 05:43 PM
lordnivek1
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Quote:
Originally Posted by demonstar55 View Post
If you mean the NPC's buffs showing up in the target window you can make that change, but if you mean the /command then you're out of luck since the client has checks.

yes I just want to make it so i can actually see the mobs buffs/debuffs in the target window without having to be in a group on my sever.

Quote:
Originally Posted by Drajor View Post
This is untested, however this is where the condition is checked for group members being 3 or more. Change > 2 to > 1 and see what happens.
Thank you I will look at this when I get some time here this weekend
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  #5  
Old 06-07-2015, 11:11 AM
lordnivek1
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Has anyone had any luck with this? Nothing I have tried has worked. All I want is to be able to see the dots/debuffs that my necro casts on mobs without having to be in a group lol.
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  #6  
Old 06-07-2015, 03:15 PM
lordnivek1
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This is what is in the aa.cpp I am guessing since it is noted and never been fixed that no one has been able to rewrite this to get it working.

Code:
void Client::InspectBuffs(Client* Inspector, int Rank)
{
	// At some point the removed the restriction of being a group member for this to work
	// not sure when, but the way it's coded now, it wouldn't work with mobs.
	if (!Inspector || Rank == 0)
		return;

	EQApplicationPacket *outapp = new EQApplicationPacket(OP_InspectBuffs, sizeof(InspectBuffs_Struct));
	InspectBuffs_Struct *ib = (InspectBuffs_Struct *)outapp->pBuffer;

	uint32 buff_count = GetMaxTotalSlots();
	uint32 packet_index = 0;
	for (uint32 i = 0; i < buff_count; i++) {
		if (buffs[i].spellid == SPELL_UNKNOWN)
			continue;
		ib->spell_id[packet_index] = buffs[i].spellid;
		if (Rank > 1)
			ib->tics_remaining[packet_index] = spells[buffs[i].spellid].buffdurationformula == DF_Permanent ? 0xFFFFFFFF : buffs[i].ticsremaining;
		packet_index++;
	}

	Inspector->FastQueuePacket(&outapp);
}
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  #7  
Old 06-07-2015, 08:07 PM
demonstar55
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That's not the same thing. (Same LAA, different effect)
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  #8  
Old 06-07-2015, 08:31 PM
lordnivek1
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Quote:
Originally Posted by demonstar55 View Post
That's not the same thing. (Same LAA, different effect)
So is there any way to to make it so I can always see the buffs in the target window at all times?
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  #9  
Old 06-07-2015, 10:30 PM
demonstar55
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I pushed code to support this.
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  #10  
Old 06-08-2015, 08:09 AM
lordnivek1
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That is awesome!! Thank you very much for your help with this.
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  #11  
Old 06-08-2015, 08:49 PM
lordnivek1
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I am still not able to get this to work. I did a new git pull, recompiled server with no problems, added the rule into the database in mysql, changed the rule id_set to 10 (i use 10 instead of 1 for my server), changed the rule from false to true(tried it with false also). still cant see buffs/dots/debuffs or anything on mobs. Did I do something wrong or miss something?
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  #12  
Old 06-10-2015, 11:47 AM
lordnivek1
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Quote:
Originally Posted by demonstar55 View Post
I pushed code to support this.
Maybe I miss under stood what this meant. I was thinking that having buffs always show up was implemented, but after rereading maybe Demonstar55 just added code to make it possible to code in the ability.
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  #13  
Old 06-10-2015, 01:33 PM
demonstar55
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Turn the rule on, target a mob, should be able to see his buffs/debuffs if he has any.
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  #14  
Old 06-10-2015, 01:41 PM
lordnivek1
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Quote:
Originally Posted by demonstar55 View Post
Turn the rule on, target a mob, should be able to see his buffs/debuffs if he has any.
Hmm I can still only see buffs/debuffs with three people in my group but not when I am solo. I even make a brand new server to see if that would help. Well I guess I will keep playing with it then and try and figure out what I am doing wrong. Thank you very much for taking the time to reply and add the code.
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  #15  
Old 06-11-2015, 12:19 AM
rencro
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Join Date: Sep 2008
Location: So. California
Posts: 219
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Slight bug in the code, need to change the Rule in the table from:

Code:
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:AlwaysSendTargetBuffs', 'false', 'Allows the server to send the targets buffs ignoring the LAA.');
to

Code:
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:AlwaysSendTargetsBuffs', 'false', 'Allows the server to send the targets buffs ignoring the LAA.');
Notice the extra needed s in there. Stop your server, update the rule in the db also set to true, restart server, and you should be golden..
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