Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Database/World Building

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 08-13-2003, 12:12 AM
JBenison
Fire Beetle
 
Join Date: Jan 2003
Posts: 18
Default Pendril's Pet's Pet's Pet's Pet's Pet's Pet

*sigh* Hope someone can shine some light into this problem I am having.

When a pet casting NPC spawns in a zone, he inmediatly summons it's pet... who (I dont know why) in turn summons another pet, and that one summons another pet... ad infinitum.

This is throwing my zones overboard...

My AI is in 6. And I have used the spell tables from Drawde 1.1 or so.

Anyone have an idea why is this happening and how to fix it?

Thanks for any help.
Reply With Quote
  #2  
Old 08-13-2003, 12:32 AM
mattmeck
Guest
 
Posts: n/a
Default

Edit the NPC Spell table and get rid of all pet spells. This will not effect player spells just the NPC spells. We actualy had to do this on RA.
Reply With Quote
  #3  
Old 08-13-2003, 12:52 AM
JBenison
Fire Beetle
 
Join Date: Jan 2003
Posts: 18
Default

Ok I guess I can go in and modify those spell tables, create a different set of spells for the pets that do not include summoning.

How do I find the pets in the NPC table? I am supposing the different Pet spells have different NPCs summoned... how are they identified within the NPC tables.

Oh... And how you went about the spells the pets do need to cast? Like life drain for the Emissary of Thule or the root of earth elementals, the AirElemental Attack spell for air elemental pets, etc... Those are deffining traits for those pet clases.
Reply With Quote
  #4  
Old 08-13-2003, 08:25 AM
mattmeck
Guest
 
Posts: n/a
Default

Actualy there isnt a pet spell list, we took pets away from all NPC's.
Is the only fix avaluble right now.
Reply With Quote
  #5  
Old 08-13-2003, 12:31 PM
JBenison
Fire Beetle
 
Join Date: Jan 2003
Posts: 18
Default

Can you explain me how the pet summoning spells work? As I told you I would like my pets to cast their defining spells, only not to summon other pets.
Reply With Quote
  #6  
Old 08-13-2003, 05:32 PM
x-scythe
Discordant
 
Join Date: Jun 2003
Posts: 449
Default ?

i looked in EQAdmin and pets arent listed in the npc section (least i didnt see any) so you'd just have to completely get rid of all the pet spells for npcs...if pets were listed you could prolly edit there spells alone and make it so they cant cast those spells
Reply With Quote
  #7  
Old 08-13-2003, 08:48 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

Pets have classes, so its probably set for class, not just PC or NPC.. i've seen this problem before. Cazic-Thule, pet, pet pet, pet pet pet.. argh!
Reply With Quote
  #8  
Old 08-14-2003, 06:29 AM
JBenison
Fire Beetle
 
Join Date: Jan 2003
Posts: 18
Default

Can someone explain me how are pets called into the zone?
Reply With Quote
  #9  
Old 08-14-2003, 07:49 AM
mattmeck
Guest
 
Posts: n/a
Default

I did already, but here it is again in step by step form.


Step 1 NPC is created with a pet class specified

step 2 The npc Spawns

step 3 the NPC has a spell list with the spells that are avaluble for him and picks the highest LV pet he can cast

step 4 the NPC's pet is then spawned thanks to the spell the NPC cast

step 5 the Pet then checks to see what spells it has depending on the class

step 6 the pet then picks the highest LV pet he can cast

ect ect ect
Reply With Quote
  #10  
Old 08-14-2003, 08:44 AM
JBenison
Fire Beetle
 
Join Date: Jan 2003
Posts: 18
Default

So... there must be a spell list for the class, so the pet can determine the highest pet he can cast.

How does the program determines what class a pet is (should be comming from the NPCType table) and what spells does it have access to?

If it does come from the NPCType table, what entry is for the pet?

If I can determine that, I can change what spells can that pet cast, remove the summon spells and voila.
Reply With Quote
  #11  
Old 08-14-2003, 08:56 AM
mattmeck
Guest
 
Posts: n/a
Default

As far as i can tell the pets access the owners spell list, mage pets cast other mage pets, wizzy familiars cast more familiars ect. So as i stated ealier take the pet spells away from the NPC's to fix the issue.

The dervs are working on 5. so i doubt there gonna take the time required to fix a bug with 4.4.


p.s. If you manage to find another fix post it most of the servers have solved this problem the way i have stated.
Reply With Quote
  #12  
Old 08-14-2003, 10:27 AM
x-scythe
Discordant
 
Join Date: Jun 2003
Posts: 449
Default ya

you'd have to take away the spell from the npc that cast the spell...i had to do that on my server
Reply With Quote
  #13  
Old 08-14-2003, 10:37 AM
mattmeck
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by mattmeck
Actualy there isnt a pet spell list, we took pets away from all NPC's.
Is the only fix avaluble right now.


:lol:
Reply With Quote
  #14  
Old 08-14-2003, 12:03 PM
Bigpull
Discordant
 
Join Date: Feb 2003
Posts: 305
Default

Use 0.4.5 aka the phantom release, or edit the spells.cpp to not assign pets thier casters spell lists
Reply With Quote
  #15  
Old 08-15-2003, 05:22 AM
JBenison
Fire Beetle
 
Join Date: Jan 2003
Posts: 18
Default

Ok... out the spell goes. :P
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 03:27 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