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-   -   Attunable items (https://www.eqemulator.org/forums/showthread.php?t=29767)

Whoopee 10-11-2009 01:20 PM

Attunable items
 
Currently items on my server with the tag attunable are able to be equipped, but they never become attuned. I get the prompt to attune the item and they equip as normal, however upon death, and looting my corpse, I have to re-attune each item in order to equip gear once again. Is this normal for eqemu, or should it be like live when equipping?

ChaosSlayerZ 10-11-2009 03:10 PM

yes its a bug. They should remain NO DROP eternally once attuned.
I believe devs are aware of this and looking into a fix. I seen related post on this at PEQ forums

Whoopee 10-11-2009 03:22 PM

Thank you ChaosSlayerZ

zztop1 10-16-2009 04:16 PM

any updates
 
does anyone know if this is a bug that has been fixed yet please?

nightsta69 10-16-2009 08:30 PM

Quote:

Originally Posted by ZZtop1 (Post 180197)
does anyone know if this is a bug that has been fixed yet please?

if you looked at the very next post, after the initial post, you would have seen this comment.

Quote:

Originally Posted by ChaosSlayerZ (Post 179957)
yes its a bug. They should remain NO DROP eternally once attuned.
I believe devs are aware of this and looking into a fix. I seen related post on this at PEQ forums


Theeper 10-20-2009 07:37 PM

At one point we had attuneable items working properly for Titanium. I could swear they were submitted to SVN. Did they get broken? I'm not clear the changes ever went in for SoF though.

Here's the thread I posted my diffs for Titanium in. http://eqemulator.net/forums/showthread.php?t=25575

cavedude 10-20-2009 07:51 PM

Quote:

Originally Posted by Theeper (Post 180305)
At one point we had attuneable items working properly for Titanium. I could swear they were submitted to SVN. Did they get broken? I'm not clear the changes ever went in for SoF though.

Here's the thread I posted my diffs for Titanium in. http://eqemulator.net/forums/showthread.php?t=25575

I had thought in went into SVN as well until I tried it out on PEQ and remembered why it didn't. The problems are twofold. First, it breaks any player corpses in the db before the change goes in. Some sort of converter or system capable of loading both corpse formats will be needed. The second and more severe, it causes looted items to have a seemingly random chance of becoming NPDROP, even if they are not attuneable.

Theeper 10-20-2009 09:53 PM

I was aware it would break existing corpses, but I didn't know about the random nodrop thing.

That seems like maybe a slot miscount issue. Possibly when moving items around, the wrong source item's attuneable flag is getting checked. Maybe on looting or banking.

Any ideas to narrow down where that's happening Cavie?

fredsbox 05-15-2010 02:25 AM

Quote:

Originally Posted by cavedude (Post 180307)
The second and more severe, it causes looted items to have a seemingly random chance of becoming NPDROP, even if they are not attuneable.

I fixed this on my server by adding the following right before the database.CreateItem calls in MakeLootRequestPackets and LootItem in the PlayerCorpse.cpp file
Code:

if(item_data)
        if(database.GetItem(item_data->item_id)->Attuneable)
                item_data->instnodrop=1;
        else
                item_data->instnodrop=0;



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