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Development::Feature Requests Post suggestions/feature requests here. |
03-31-2015, 09:33 PM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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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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04-03-2015, 11:59 AM
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Developer
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Join Date: Nov 2012
Location: Halas
Posts: 355
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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.
__________________
Drajor regards you indifferently -- what would you like your tombstone to say?
Last edited by Drajor; 04-03-2015 at 12:00 PM..
Reason: Wrong line of code ;)
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04-03-2015, 12:15 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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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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04-03-2015, 05:43 PM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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Quote:
Originally Posted by demonstar55
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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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
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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Thank you I will look at this when I get some time here this weekend
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06-07-2015, 11:11 AM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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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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06-07-2015, 03:15 PM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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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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06-07-2015, 08:07 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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That's not the same thing. (Same LAA, different effect)
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06-07-2015, 08:31 PM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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Quote:
Originally Posted by demonstar55
That's not the same thing. (Same LAA, different effect)
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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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06-07-2015, 10:30 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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I pushed code to support this.
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06-08-2015, 08:09 AM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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That is awesome!! Thank you very much for your help with this.
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06-08-2015, 08:49 PM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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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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06-10-2015, 11:47 AM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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Quote:
Originally Posted by demonstar55
I pushed code to support this.
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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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06-10-2015, 01:33 PM
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Demi-God
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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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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06-10-2015, 01:41 PM
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Sarnak
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Join Date: Feb 2013
Posts: 65
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Quote:
Originally Posted by demonstar55
Turn the rule on, target a mob, should be able to see his buffs/debuffs if he has any.
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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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06-11-2015, 12:19 AM
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Hill Giant
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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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