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  #1  
Old 09-05-2008, 04:35 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default Translocate and Sacrifice Confirmation Boxes

Here is a patch to enable confirmation boxes for Translocate and Sacrifice. Probably needs a bit of cleanup. In particular nearby clients
get the 'Soandso has faded away' for Translocation when the spell completes casting, rather than if the player accepts the translocation.

http://www.rama.demon.co.uk/transloc.patch

Opcodes:

Titanium

Code:
OP_Translocate=0x8258
OP_Sacrifice=0x727a
6.2

Code:
OP_Translocate=0x78c1
OP_Sacrifice=0x5f62
I've tested it quite a bit, but was tweaking things up until the last minute, so let me know if there are any glaring problems with it that slipped through.
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  #2  
Old 09-05-2008, 04:46 PM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
Default

Much as I always love to see your code contributions, this one is kind of bittersweet... No more necromancers sacrificing unwilling group members!

Thank you so much for deviating from the Task System which is really turning out to be your baby. I've seen more of your rez boxes playing today than I'd have really wanted to see, but every one of them worked perfectly =) You, sir, are quality.
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  #3  
Old 09-05-2008, 05:02 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by So_1337 View Post
Much as I always love to see your code contributions, this one is kind of bittersweet... No more necromancers sacrificing unwilling group members!

Thank you so much for deviating from the Task System which is really turning out to be your baby. I've seen more of your rez boxes playing today than I'd have really wanted to see, but every one of them worked perfectly =) You, sir, are quality.
No problem. To be honest I find opcode hunting to be the most 'fun' part of EQEmu coding. I could always add a rule to turn off the confirmation boxes

Once I get the task system done, I plan on looking at the Bazaar opcodes. No idea if I will be able to figure that out, as it is likely a lot more complex than anything I have looked at so far.
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  #4  
Old 09-06-2008, 04:02 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Nice work yet again!

I was thinking a bit about bazaar and the whole idea of players being AFK to use up precious bandwidth. While I think it would be awesome to have it working, I think bandwidth should be taken into consideration.

I was thinking of doing some sniffing and see if I could figure out the structure of the AFK opcode, which is 0x6a5f. It comes in after not moving the mouse for exactly 15 minutes, and comes in again as soon as the mouse is moved again. So, it seems to be an auto-AFK toggle and I imagine that there is an on/off or something in the structure.

The idea to help bandwidth would be if there was a way that this auto AFK feature and have it set the server to stop sending updates to it, or at least reduce the amount of traffic sent to the client by a large amount. Basically, it would be almost like the player ghosts on windows servers which can show a player in game that has long since logged off. But, in this case, the player would still be connected. I am not sure exactly how it could be done, but if it was possible, I think it would make the bazaar much more desire-able.

Oh, and while you are looking at the bazaar, you might want to check some of the code for BecomeNPC, because it seems like it is doing almost exactly what /trader mode is supposed to be doing. It puts "Trader" in front of the player's name, and it turns them into a merchant (orange name if you use MQ). I have a feeling that if there were tables made for items that are for sale and trader merchant tables, that the code for bazaar might be closer than you think.

Sorry for the derail lol.
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