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  #1  
Old 01-17-2012, 08:24 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
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It is a category, its called "numhits_type" on what.the.fizzle(alla is pretty useless for anything higher end... spell parser-wise)

This is from an old server of mine when I combed through w.t.f and organized them as best I could:

Code:
NUMHIT_AEMAX = 0, 				// max target in cone/beam/unknown(32) spells
NUMHIT_INCOMINGMELEE = 1, 		// melee hits landing on you
NUMHIT_OFFENSIVEMELEE = 2, 		// outgoing melee attacks
NUMHIT_INCOMINGDETRISPELL = 3, 	// incoming detrimental spells 
NUMHIT_OFFENSIVECAST = 4, 		// spells/procs
NUMHIT_OFFENSIVEMELEE2 = 5, 	// All melee skills
NUMHIT_INCOMINGMELEE2 = 6, 		// same
NUMHIT_CASTSPELL = 7, 			// any cast spell matching focus
NUMHIT_ANYDAMAGE = 8,			// spell or melee dmg
NUMHIT_INCOMINGDETRISPELL2 = 9,	// guessed
NUMHIT_SPELLPROC = 10, 			// buff procs etc
NUMHIT_SPELLPROC2 = 11 			// same
The current numhits code is pretty sloppy(mostly my bad) but it gets the job done. I do have a diff of all the categories incorporated unfortunately its mixed with 15k other lines and it was mainly cosmetic. For example, Skin of the Reptile is numhits_type 10 which means its numhits only last for XX buff procs but the code currently checks for buffs like this on every melee swing so the field is not needed in that instance.

Its not ideal however as we have bits all over and to add support for other types means spreading even more around.
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  #2  
Old 01-17-2012, 09:10 PM
AudioGarden21
Sarnak
 
Join Date: Aug 2004
Posts: 80
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Quote:
Originally Posted by Caryatis View Post
It is a category, its called "numhits_type" on what.the.fizzle(alla is pretty useless for anything higher end... spell parser-wise)

This is from an old server of mine when I combed through w.t.f and organized them as best I could:

Code:
NUMHIT_AEMAX = 0, 				// max target in cone/beam/unknown(32) spells
NUMHIT_INCOMINGMELEE = 1, 		// melee hits landing on you
NUMHIT_OFFENSIVEMELEE = 2, 		// outgoing melee attacks
NUMHIT_INCOMINGDETRISPELL = 3, 	// incoming detrimental spells 
NUMHIT_OFFENSIVECAST = 4, 		// spells/procs
NUMHIT_OFFENSIVEMELEE2 = 5, 	// All melee skills
NUMHIT_INCOMINGMELEE2 = 6, 		// same
NUMHIT_CASTSPELL = 7, 			// any cast spell matching focus
NUMHIT_ANYDAMAGE = 8,			// spell or melee dmg
NUMHIT_INCOMINGDETRISPELL2 = 9,	// guessed
NUMHIT_SPELLPROC = 10, 			// buff procs etc
NUMHIT_SPELLPROC2 = 11 			// same
The current numhits code is pretty sloppy(mostly my bad) but it gets the job done. I do have a diff of all the categories incorporated unfortunately its mixed with 15k other lines and it was mainly cosmetic. For example, Skin of the Reptile is numhits_type 10 which means its numhits only last for XX buff procs but the code currently checks for buffs like this on every melee swing so the field is not needed in that instance.

Its not ideal however as we have bits all over and to add support for other types means spreading even more around.
Thanks for the clarification of the values, Caryatis, much appreciated.

I did notice that the numhits factor had no bearing on when or whether the spell would actually dissipate once those charges were met, so I knew there was some limiting factor in the code for the usefulness of numhits. You also mentioned that Skin of the Reptile uses type 10. When I was cross referencing the values for an explanation of their purpose, I saw that Reptile's value was set to 1 in my database. Do you think that the type value might play a factor in why most of my reverse procs don't function like I remember them functioning?

EDIT

I just tested Skin of the Reptile, setting numhits to 3 and numhits_type to 10, to see if it would dissipate after three procs but it doesn't seem to make any difference as it lasted the entire duration and proc'd 5 times. One thing of note though, it seems that average procs per minute limit the amount of procs that defensive procs are capable of putting out, which is contrary to what I remember happening. I'm pretty sure they're supposed to be independent of APM. I'm guessing there's no code implemented to take advantage of the numhits_type values in the spell file.
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  #3  
Old 01-17-2012, 10:14 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
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I never said all types were working and the code I posted is from my server source, not the general source so the setting of that field is irrelevant.

Since I no longer commit, you might want to just do it yourself. Look at how it works for regular dmg shields and then add that in execweaponproc(which will work for any hit limited proc buff if you do it right).
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  #4  
Old 02-28-2012, 03:13 AM
chrsschb's Avatar
chrsschb
Dragon
 
Join Date: Nov 2008
Location: GA
Posts: 904
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Having an issue with bard aoe songs trying to affect NPCs.

They hit players fine using the AEBard target type, but are also trying to hit npcs, returning a crap load of these errors:

Your spell did not take hold.


Over and over and over and over and over...


Any idea how to prevent this? Maybe a LimitTarget effect, but what value? Is there a different target type I can use? I've tried AECaster, AEClientv1, AEClientv2, etc.

Completely lost here.
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