Thread: [Project Moth]
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Old 04-19-2025, 10:13 AM
m0th
Fire Beetle
 
Join Date: Apr 2025
Posts: 18
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PROGRESS LOG 4/19/2025

So far, as of today, I'm at this current state in developing the new class. A lot of it is becoming client dependent, particularly UI and strings. I know that with EQ_CORE_DLL, strings and values can be injected, but that will be a rabbit hole on it's own.

Quote:
NEW CLASS ISSUES
1. Inventory long name displays as "Unknown" and Item Descriptions do not display shortname if they can equip

2. Class36 (Trainers) do not kick open training windows.
AllTrainers set to true, all trainers ignore Class17.
Class36 will train any other class though.

3. We cannot naturally create a class17 via Character Creation, can only be tested with Cheat Engine.

4. Class17 doesn't show mana bar on UI.

5. Sometimes while attacking, Class17 show as "Pain and suffering"
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

//items
- Fixed a bunch of plate items that couldn't be equipped by certain classes (145 vs 151)
- Added RuneKnight to several thousand items via SQL bitmask updates.
(There will still probably be a few one-offs here and there, more than likely.)

//Flash of Runes Spell-line

- Minor Runic Shield added to game.
Currently in testing - Applies a damage absorption to the player, damage mitigation percentage, spell mitigation chance, and some AC. Also adds Hate.
The concept of the spell is for Rune Knights to lean into it for tanking purposes.

////base_spells_new_repository.h
Moved all references to classes17 to the end of each array - and undid my aforementioned +1 shifts.
This could be causing desyncing issues in the client interpretation of new_spells and the spells_us.txt - plus also easier to only need one hook for each array in the future instead of needing to accomodate 100+

//GAMEPLAY UPDATES

WARRIOR
-- To balance Warriors out from being permanently replaced by Rune Knight, Warriors have received a base increase to their HP from 25 to 35. They will have a significant HP pool advantage over any class. This bonus goes parabolic starting at level 80, where it jumps to +100 base per level all the way up to Level 100. Warriors should have better advantages to solo with this added bonus and not be as gear dependent.


//shareddb.cpp

LINE 1775 - editted check to accomodate the math to find classes - we have to put an if statement in here so it goes to row 237 for class 17
Quote:
for(y=0; y < Class::PLAYER_CLASS_COUNT;y++)
if (y == 17)
{
sp[tempid].classes[y] = Strings::ToInt(row[237]);
}
else if (y < 17)
{
sp[tempid].classes[y] = Strings::ToInt(row[104 + y]);
}
//effects.cpp
LINE 141, 193, 297, 343, 485, 539, 572 - set modulo from 17 to 18 before it subtracts 1 from the highest class number

//mob.cpp
LINE 7257 - set modulo from 17 to 18 before it subtracts 1 from highest class number

//spell_effects.cpp
LINE 4821, 4839, 5547, 5569 - set modulo from 17 to 18 before it subtracts 1 from highest class number
LINE 7130 - Included RuneKnight in "other" check for SKs

//spells.cpp
LINE 4378 - Included RuneKnight in SINGLE REFLECT check (16 to 17)
LINE 4387 - Included RuneKnight in REFLECT ALL check (16 to 17)
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