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  #1  
Old 05-25-2009, 12:35 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default On pets control and new options

Greetings!

Let me first stat with a new questions to the devs:

How does game knows that chanter pet is a chanter pet? How is it coded in?

Does ANY pet chanter summons automaticly follows "chanter pet" rules? Like cannot give attack command etc? (is it just class based?)

If I make say necro pet spell summonable by chanter- does necro pet summoned by them automaticly becomes "uncontrollable" ?
Or does the code you guys put in actualy make that desion based on actual ID of the pet or something?

the reason I am asking is cuase I plan to start work on custom pets (efectvily deleting entire pet table and making my own) and I like to know if any of the pet id's are pre-hard-coded in the code as reference to specific pets - like chanter, bestlord pets etc.

BTW- how does game knows to show specific race BST pet for specific race? Also hard coded?

It would be nice if DB admin could control which race gets which pet for BST wihout them been set to hard coded defaults =) Perhaps one tiny little table which will say things like:

|Barberian (race id) | Wolf (model id) |

etc

this also gives immidiate ability to give BST pets to race who are originaly were not allowed to be bestlords. So this table I can simply add:

| Froglok| Crocodile|
|Erudite | Zombie| - for example =)

technicly ANY npc model could be added to any race.
More than that- consider NPC BST who could be say Orcs, and get Pig pet model! (curently ALL NPC BST automaticly show up with wolves as pets)

perhaps you would consider this little addition =)

Another thing - the pet names. Would be realy nice if another little table could be added which allowed pet names to be controlled - you know like BST pet says so and so warder, I could go into such table and say that all necro pets from now on are "so and so minion" (It would be a refreshing change from never ending stream of Gabns and Kabatiks )

Please let me know what you think of all of this.

Thanks!
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  #2  
Old 07-22-2009, 03:46 PM
Randymarsh9
Dragon
 
Join Date: Dec 2007
Posts: 658
Default

I was also wondering today if there was a way to make enchanter pets controllable
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  #3  
Old 07-22-2009, 03:47 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
Default

It has to do with how they're named in the DB I believe.
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  #4  
Old 07-22-2009, 07:30 PM
Randymarsh9
Dragon
 
Join Date: Dec 2007
Posts: 658
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yeah I found something in the source that I think controls it
Code:
	//see if we are a special type of pet (for command filtering)
	PetType type = petOther;
	if(strncmp(pettype, "Familiar", 8) == 0) {
		type = petFamiliar;
	} else if(strncmp(pettype, "Animation", 9) == 0) {
		type = petAnimation;
	}
. I tried to comment out the animation part like this
//see if we are a special type of pet (for command filtering)
Code:
	PetType type = petOther;
	if(strncmp(pettype, "Familiar", 8) == 0) {
		type = petFamiliar;
	} //else if(strncmp(pettype, "Animation", 9) == 0) {
		type = petAnimation;
	//}
but it didn't do anything
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  #5  
Old 07-22-2009, 08:07 PM
realityincarnate
Developer
 
Join Date: Dec 2007
Posts: 122
Default

Quote:
Code:
	PetType type = petOther;
	if(strncmp(pettype, "Familiar", 8) == 0) {
		type = petFamiliar;
	} //else if(strncmp(pettype, "Animation", 9) == 0) {
		type = petAnimation;
	//}
but it didn't do anything
I haven't looked at this part of the code much, but the way you have it commented looks like it'll make all pets act like animations. Commenting out the type = petAnimation line should fix it, if that's where the animation behavior is coming from.
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  #6  
Old 07-22-2009, 08:55 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Try changing it in the database instead.
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