View Full Version : Charm Breaking
RussellMatt27
10-30-2015, 08:44 AM
Does anyone know of how to break charm right now? Running Akka's updated repack (code base as of 8-26-15), and I've seen that unless you run Titanium, there is no way to break charm on a pet.
Previous methods were invising to break or using /pet get lost, but /pet get lost doesn't work with UF, and invis doesn't work on either client as far as I can tell.
Maze_EQ
10-30-2015, 12:03 PM
just tried this.
Charm broke on invis for me.
RussellMatt27
10-30-2015, 01:30 PM
I must be missing something then cause it definitely doesn't work with invis on my server. See attached just done within the last couple minutes.
http://i.imgur.com/zhNJmtq.jpg
Shendare
10-30-2015, 01:40 PM
Hmm. I wonder whether it's coded to check for the regular invis SPA but not fixed duration. Would also need to check against Invis vs. Animals and Invis vs. Undead, probably, too, if it's checked by SPA.
RussellMatt27
10-30-2015, 02:09 PM
I just tested it with level 1 invis with the same result.
Is this something in the base server code, or just how the spell is set up? If you point me in the right direction, I can look and report back if/when I have further questions.
Thanks!
demonstar55
10-30-2015, 02:31 PM
It's called for improved invis
RussellMatt27
10-30-2015, 02:45 PM
Is it just a chance thing based on SPA skill? It doesn't work with Improved either.
demonstar55
10-30-2015, 02:51 PM
there is no chance. If you have a charmed mob and go invis it will break it.
RussellMatt27
10-30-2015, 02:57 PM
Ok, its definitely broken then on my server then.
Any ideas on what I can look at to potentially fix the problem?
Shendare
10-30-2015, 03:17 PM
Feel up to downloading the latest source and compiling based on the Windows Server Setup Guide linked on the front page?
RussellMatt27
10-30-2015, 03:21 PM
Yeah, I think I can manage that. I already pulled the source to plan on rebuilding over the weekend anyway. I'll report back when I get that process done and can test.
demonstar55
10-30-2015, 04:11 PM
Well I can confirm it's not working for some reason.
RussellMatt27
10-30-2015, 04:15 PM
Ok, that makes me feel better and that its not just something I'm doing. Anything you want me to do or look at to assist? I've done a little C# work in the past, might be able to slog through this code if it'll help.
Shendare
10-30-2015, 04:18 PM
Looks like it's supposed to happen here:
https://github.com/EQEmu/Server/blob/master/zone/mob.cpp#L500
provocating
10-30-2015, 11:16 PM
It also does not break on racial hide, and it should. I can share the changes I made on my server if you guys want it.
This is around line 7100 on my source, but I date back to February or so.
client_packet.cpp
7104 + if ((this->GetPetType() == petCharmed) && hidden)
7105 + {
7106 + Mob* formerpet = this->GetPet();
7107 +
7108 + if(formerpet)
7109 + formerpet->BuffFadeByEffect(SE_Charm);
7110 + }
7111 +
RussellMatt27
11-15-2015, 10:31 AM
Newly compiled source took care of it on a test system for me, thanks everyone!
Before I spend hours looking through everything, does anyone know off hand where the stat conversions are done? Specifically Stamina->HP and Wis/Int->Mana
Shendare
11-15-2015, 11:56 AM
PC stats are calculated in client_mods.cpp. There'll be a CalcMaxHP() and CalcMaxMana().
They made the client do its own calculations of hp & mana instead of just using whatever the server sends, though, so it's likely you'll see some slight discrepancies in-game.
tim horton
01-06-2016, 05:18 PM
I just re-read your post and was hoping someone found an answer. you seem to know more about code then me so If you figure this out please Post the fix
Adele
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