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  #16  
Old 10-16-2013, 07:05 PM
Davood
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oh yeah if anyone cares
if you check out alakamin (search for it on github) and compile it.. and then update your db to include the monster race (i think 65535) on specific (or all) items. the server will register the stats properly.

at some point I will re-design my horrible, atrocious, vomit inducing website and explain everything more effectively.
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  #17  
Old 10-18-2013, 04:46 PM
Fadedspirit
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Quote:
Originally Posted by Davood View Post
oh yeah if anyone cares
if you check out alakamin (search for it on github) and compile it.. and then update your db to include the monster race (i think 65535) on specific (or all) items. the server will register the stats properly.

at some point I will re-design my horrible, atrocious, vomit inducing website and explain everything more effectively.
Could you point me towards where in your source you changed to make items work for 65535 races?

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  #18  
Old 10-18-2013, 05:58 PM
Davood
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https://github.com/davoodinator/Serv...ource=cc#L1893

from 1893 to 1933 is the code snippet you are interested in

Code:
bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
{
        bool IsRace = false;
        bool IsClass = false;

        uint32 Classes_ = Classes;

        uint32 Races_ = Races;

        int32 Race_ = GetArrayRace(Race);

        for (int CurrentClass = 1; CurrentClass <= PLAYER_CLASS_COUNT; ++CurrentClass)
        {
                if (Classes_ % 2 == 1)
                {
                        if (CurrentClass == Class_)
                        {
                                        IsClass = true;
                                break;
                        }
                }
                Classes_ >>= 1;
        }

        Race_ = (Race_ == 18 ? 16 : Race_);

        for (unsigned int CurrentRace = 1; CurrentRace <= PLAYER_RACE_COUNT; ++CurrentRace)
        {
                if (Races_ % 2 == 1)
                {
                                if (CurrentRace == Race_)
                        {
                                        IsRace = true;
                                break;
                        }
                }
                Races_ >>= 1;
        }
        if (Race_ == 69) {IsRace = true;}
        return (IsRace && IsClass);
}
that said.

that is only one small part of it

you will also have to make those races available in other ways too in the source code

there are changes i've made too, to make it happen.. properly.
client.cpp
race.h
races.cpp
bot.cpp

many changes. honestly just download those files and diff them with the main source and you should see the differences pretty clearly (how I added races).. ultimately im going to add all of the races (for no good reason, just beacuse i can)

honestly, if you aren't too picky, you should just download my code from github and compile it, if you pester me enough ill update it to include all races, so that its friendly to whatever you want to do with it.

One thing you may want to do is change pets.cpp to teh original one from eqemu source. as i have heavily modified that file... and i'm not done.. gonna add all the monster races to it too... bixies need their halfling pets mk
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  #19  
Old 10-19-2013, 03:55 PM
Fadedspirit
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by Davood View Post
https://github.com/davoodinator/Serv...ource=cc#L1893

from 1893 to 1933 is the code snippet you are interested in

Code:
bool Item_Struct::IsEquipable(uint16 Race, uint16 Class_) const
{
        bool IsRace = false;
        bool IsClass = false;

        uint32 Classes_ = Classes;

        uint32 Races_ = Races;

        int32 Race_ = GetArrayRace(Race);

        for (int CurrentClass = 1; CurrentClass <= PLAYER_CLASS_COUNT; ++CurrentClass)
        {
                if (Classes_ % 2 == 1)
                {
                        if (CurrentClass == Class_)
                        {
                                        IsClass = true;
                                break;
                        }
                }
                Classes_ >>= 1;
        }

        Race_ = (Race_ == 18 ? 16 : Race_);

        for (unsigned int CurrentRace = 1; CurrentRace <= PLAYER_RACE_COUNT; ++CurrentRace)
        {
                if (Races_ % 2 == 1)
                {
                                if (CurrentRace == Race_)
                        {
                                        IsRace = true;
                                break;
                        }
                }
                Races_ >>= 1;
        }
        if (Race_ == 69) {IsRace = true;}
        return (IsRace && IsClass);
}
that said.

that is only one small part of it

you will also have to make those races available in other ways too in the source code

there are changes i've made too, to make it happen.. properly.
client.cpp
race.h
races.cpp
bot.cpp

many changes. honestly just download those files and diff them with the main source and you should see the differences pretty clearly (how I added races).. ultimately im going to add all of the races (for no good reason, just beacuse i can)

honestly, if you aren't too picky, you should just download my code from github and compile it, if you pester me enough ill update it to include all races, so that its friendly to whatever you want to do with it.

One thing you may want to do is change pets.cpp to teh original one from eqemu source. as i have heavily modified that file... and i'm not done.. gonna add all the monster races to it too... bixies need their halfling pets mk
Question:

I see that the only thing you changed in IsEquipable is you added the line "if (Race_ == 69) {IsRace = true;}".

Meaning if the Race of the player is ever 69, ie: Will-O-Wisp, then it is a valid race.

If the only way to become a non-player race is to talk to a npc to get it done for you why not simply comment out the "if (Races_ %2 ==1)" logic and just put:
If (Races_ != null && Races_ != 0)
{
IsRace = true;
break;
}

???

This would allow any non-standard race to equip any item, ever.
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  #20  
Old 10-19-2013, 04:02 PM
Davood
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Posts: 488
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im speaking off the cuff here. but i couldnt be mistaken, its literally been 8-9 months since ive looked at that part of the code. but in the other files i referenced i haev lumped all of the non pc races into one "race" for reference elsewhere, that might be what the 69 is. otherwise you are probably right.

the problem lies in the OTHER parts, a /who all won't work unless you also update the other cpp and .h files i mentioned and add all of the races
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  #21  
Old 10-19-2013, 04:03 PM
Davood
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and yes without tijnkering with teh client, the only way to change to one of these races is to do a permarace call in perl
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  #22  
Old 10-19-2013, 05:23 PM
Fadedspirit
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Quote:
Originally Posted by Davood View Post
and yes without tijnkering with teh client, the only way to change to one of these races is to do a permarace call in perl
Hmm, i made changes similar to yours in the source you mentioned except for client.cpp.

When i did a compare between default and your client.cpp's there were no differences??

Are you sure all i have to do is changed:
race.cpp
race.h
items.cpp?

Items are still red with race:All on them to my gnoll :(


[edit]: Scratch that, i looked at zone\client.cpp but it is only returning string values, and not really handling anything? I still added Gnoll but no change.

So i've changed:
race.cpp
race.h
items.cpp
client.cpp

still stats are not affecting my custom race :(
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  #23  
Old 10-19-2013, 06:57 PM
rencro
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Join Date: Sep 2008
Location: So. California
Posts: 219
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world/client.cpp

hmm I played with this a while back as well...

but dont recall, Im gonna mess with it as well on my end
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  #24  
Old 10-19-2013, 06:59 PM
Fadedspirit
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Quote:
Originally Posted by rencro View Post
world/client.cpp
world/client.cpp has nothing to do with races being able to equip items though?

The only thing he changed in his world/client.cpp was stuff about tutorial.
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  #25  
Old 10-19-2013, 07:04 PM
rencro
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Join Date: Sep 2008
Location: So. California
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Yea, sorry, dont mind me..trying to do 15 things at once
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  #26  
Old 10-19-2013, 07:05 PM
Fadedspirit
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Quote:
Originally Posted by rencro View Post
Yea, sorry, dont mind me..trying to do 15 things at once
/10char xD lol
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  #27  
Old 10-20-2013, 01:01 AM
rencro
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Join Date: Sep 2008
Location: So. California
Posts: 219
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65535 = all races but with this patch it does not include the shroud class which is equal to 65536, so for shroud only characters item needs to be 65536. To make it usable by all races need to make it 65535+65536=131071

With that the items stats will work.. This still shows ALL for races in items listed as 65535 but will not work for shrouds, so needs to be patched to show all classes minus shroud when item has 65535 in db...

This does show "Shroud" as class if item race is set to 65536..
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  #28  
Old 10-20-2013, 03:24 AM
Fadedspirit
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by rencro View Post
65535 = all races but with this patch it does not include the shroud class which is equal to 65536, so for shroud only characters item needs to be 65536. To make it usable by all races need to make it 65535+65536=131071

With that the items stats will work.. This still shows ALL for races in items listed as 65535 but will not work for shrouds, so needs to be patched to show all classes minus shroud when item has 65535 in db...

This does show "Shroud" as class if item race is set to 65536..
I'll try this suggestion tomorrow, thanks!
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  #29  
Old 10-20-2013, 03:36 AM
Fadedspirit
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Join Date: Jan 2007
Posts: 48
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Quote:
Originally Posted by rencro View Post
65535 = all races but with this patch it does not include the shroud class which is equal to 65536, so for shroud only characters item needs to be 65536. To make it usable by all races need to make it 65535+65536=131071

With that the items stats will work.. This still shows ALL for races in items listed as 65535 but will not work for shrouds, so needs to be patched to show all classes minus shroud when item has 65535 in db...

This does show "Shroud" as class if item race is set to 65536..
Ok so new problem that I thought would go away when I got stats to work...my weapons all say "Invulnerable" when you try to attack with a race other than non-standard? Is this because said races aren't registered to be able to use said class or what's that about?

Was using a rusty dagger, no level req obviously, and still invuln on melee hits?
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  #30  
Old 10-20-2013, 01:33 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
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I have mine setup with only Human Pirates, was using a monk and gave him a club, he hit fine with it. Then permaraced him to a warrior, gave him rusty dagger, and again was fine.

What race class combo you trying so I can try building it on my end as well?

Also, are you attacking a mob that is invulnerable to non magical items by chance?
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