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  #1  
Old 07-02-2009, 11:43 AM
kimura0715
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Join Date: Mar 2009
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not sure if its reported yet, but on my server, if using SoF, some of the augs are invisible....if u do link all on the mob's corpse it will show an aug, but its invisible...i can even loot it and put it in a bag, but just cant see it
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  #2  
Old 09-13-2009, 08:48 PM
ojamajoe
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Join Date: Jan 2009
Location: Central USA
Posts: 8
Default Variables:expansions

The SOF client seems to ignore the value set in the database under variables: expansions. Hardly earth-shattering, but some people like to use this to limit features.
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  #3  
Old 09-21-2009, 02:56 AM
Davood
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The SoF client seems to display hp strangely above level 75, it doesn't show the base HP and the stamina/wis/int calculated HPs/Mana (IE a naked level 76 toon would have like 50 hp/mana). Items and such work fine;

Could we send a higher hp value to the client as a work around? Is this even a client problem? SoF client should be doing calculations properly until level 80 right?
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  #4  
Old 09-22-2009, 10:44 AM
Davood
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ok after some testing;

it looks like the BASE HP and the HP from stamina is not being sent to the client when the cilent is over 75. The hp on the server side is fine however....

is the client handling the hp differently over 75?!?!

Keep in mind, we are talking SoF client
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  #5  
Old 09-28-2009, 10:15 PM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Yeah, it is the SoF client, but the eqgame.exe version that was used for SoF was actually released on Live over a month before SoF actually came out. So, since the cap was still level 75 at that time, maybe they had the client limited to not calculate base HPs/Mana/End above that level yet. I am guessing they have some if statement in there that says:

Code:
if (level > 75)
{
  BaseHP = 5;
  BaseEnd = 5;
  BaseMana = 5;
}
That is my guess as to what the client is doing, NOT what the EQEmu server is doing. The EQEmu server calculates stats just fine for post 75, but the SoF client isn't so friendly about it. So, while SoF fixed the issue with skills rolling over when higher than the level cap (like Titanium has an issue with), they introduced a new issue with HP/Mana/End not being calculated properly.

I am sure there is more than 1 way around it, but one idea would be to just pick a common slot and send the base hp/mana/end of the char for the item in that slot if they are over level 75. So, if your base HP should be 2000, and we are putting it on a charm that has 50HPs on it already, the charm would actually display as having 2050HPs for chars over level 75. This would all still be calculated the normal way server-side, but would just be a work-around hack to trick the client. It would actually be fairly simple to do this change, I think.
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  #6  
Old 09-28-2009, 10:56 PM
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Secrets
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You could always make a function to send a fake item to a weird slot on the player. That way, the player equips it, and gets the statistics from it, but doesn't actually see it.
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  #7  
Old 09-28-2009, 11:23 PM
trevius's Avatar
trevius
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If the player can't see it, neither can the client, unfortunately. The only option I can think of that would be similar to that would be to force the Power Source slot to always be equipped and for that slot to handle the level 76+ base hp/mana/end.
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