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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 01-24-2016, 12:01 AM
Figback65
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Default Charm Spell Issues

Another charm thread.

Every build of new version that is released over the last few years has always caused the same charm issue for me and I can never figure out how to fix it nor find a fix on the forums so its time for me to ask.

When you have a npc charmed you can click the get lost button to break it.
When you die with a npc charmed your charm stays there after dead and continues to fight for you instead of reverting back to a NPC.

Anybody know a fix? Sounds like a coding thing to me. I have gone over and over it in the spell file.
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Old 01-24-2016, 12:16 AM
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I haven't played with charm spells much - and I don't know what live behavior should be...


But, You could take a look here for the get lost issue: https://github.com/EQEmu/Server/blob...cket.cpp#L9957

And here for the death issue: https://github.com/EQEmu/Server/blob...tack.cpp#L1367


(Remark out the first one..)

(Add pet pointer validity and pet-type checks, then the spell fade call from the 'get lost' code..)
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  #3  
Old 01-24-2016, 01:08 PM
Figback65
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Cool thanks Uleat.

Live like charm worked as followed :
Could not break charm with get lost button
Charm pets reverted back to NPC upon owner death
Charm was a duration (currently works)
Charm was only broke by invis, hide, or duration timer (I believe those all work)

Unfortunately this is outta my league but I will keep going back to it and hopefully be able to fix it. I assumed it was live like but my build was always broke or I forgot something in .sql update.
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Old 01-24-2016, 02:45 PM
demonstar55
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What client?
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  #5  
Old 01-24-2016, 10:09 PM
Figback65
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I use titanium client for my server.

EDIT : I would love to use UF but I want classic HPH and you cant get that unless titanium :/
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Old 01-30-2016, 05:55 PM
Figback65
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Yup, no idea. Way outta my league, I am not a coder. I can do perl scripts by being self taught here and researching examples. Creating code in c++ is another story.

Maybe one day it will be more livelike by default in the emu. I guess ill have to wait till then unless I find a coder to help on my server.

Thanks for the guidance guys!!!
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  #7  
Old 01-30-2016, 07:48 PM
demonstar55
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I fixed one of the issues, but I need to clean up it up since there are some useless flags now that can be removed so I didn't say I fixed the issue :P
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  #8  
Old 02-01-2016, 07:06 PM
Figback65
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I'm very interested if you get it complete Demonstar
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  #9  
Old 03-16-2016, 07:10 PM
Figback65
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Charm seems to be working in the latest build of march 2016, but previous build I had this was still broken. For anybody with older builds this is how I fixed charm

client_packet.cpp
Code:
	case PET_GETLOST: {
		if (mypet->Charmed())
			break;
		if (mypet->GetPetType() == petCharmed || !mypet->IsNPC()) {
			// eqlive ignores this command 
			// we could just remove the charm 
			// and continue 
			// mypet->BuffFadeByEffect(SE_Charm);
			break;
		}
		else {
			SetPet(nullptr);
		}

attack.cpp
Code:
	/*
		#2: figure out things that affect the player dying and mark them dead
	*/

	InterruptSpell();
	SetPet(0);
	SetHorseId(0);
	dead = true;

	if(GetMerc()) {
		GetMerc()->Suspend();
	}

	if (GetPetType() == petCharmed) { #Added Pet break and wipe on death
		BuffFadeByEffect(SE_Charm);
		WipeHateList();
		SetTarget(nullptr);
	}
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Old 03-16-2016, 08:02 PM
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The only thing I got out of that was something about "petting a dead horse"
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  #11  
Old 03-16-2016, 08:12 PM
Figback65
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Quote:
Originally Posted by Uleat View Post
The only thing I got out of that was something about "petting a dead horse"

Hmmm, worked on my old build, lol.
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