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  #1  
Old 11-06-2012, 05:22 PM
bad_captain
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I think it is the same as the initial data response, where it has the number of types to follow, the merc type, the number of mercs that follow, and then the merc. From what I've seen after hiring 5-10 mercs during that time ( I was mostly trying to get the full response packets so I didn't get as much as I'd like of later packets), the first is always 1, followed by the type. I may be wrong though. I guess I never did try hiring and not actually get to hire. Maybe one of the other fields is status?

And thanks for fixing my post. I was in a hurry to go vote before work and missed that.
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  #2  
Old 11-07-2012, 08:21 AM
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trevius
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Ahh, that makes more sense. I didn't even think about it that way because the struct I have from April 2 2012 shows the following structure:

Code:
[OPCode: 0x6537] OP_MercenaryDataUpdate [Server->Client] [Size: 93]

00 00 00 00 - 0 - MercStatus
01 00 00 00 - 1 - MercCount
8f 01 00 00 - 399 - MercID
e4 66 ab 13 - 330000100 - MercType
09 b5 ab 13 - 330020105 - MercSubType
bb 00 00 00 - 187 - PurchaseCost
b2 00 00 00 - 178 - UpkeepCost
01 00 00 00 - 1 - Status
00 00 00 00 - 0 - AltCurrencyCost
01 00 00 00 - 1 - AltCurrencyUpkeep
13 00 00 00 - 19 - AltCurrencyType
00          - 0 - MercUnk01
a0 bb 0d 00 - 900000 - TimeLeft
05 00 00 00 - 5 - MerchantSlot
01 00 00 00 - 1 - MercUnk02
02 00 00 00 - 2 - StanceCount
88 d5 8b c3 - 3280721288  - MercUnk03
01          - 1 - MercUnk04
4b 65 6b 6c 65 6b 00 Keklek - MercName
00 00 00 00 - 0 - StanceIndex
01 00 00 00 - 1 - Stance
01 00 00 00 - 1 - StanceIndex
02 00 00 00 - 2 - Stance
01 00 00 00 - 1 - MercUnk05
Note the additional fields I saw are in green, and MercUnk03 also has some data in it in the VoA collect, where yours looks almost just like what they do when sent as a merchant list with no data in MercUnk03.

Maybe they used to use the same structs for merchant lists and the data updates, but changed that later in VoA since some things like the MercTypes list are unneeded.

Either way, at least both versions are in this thread as examples for that packet, which may help for comparison purposes.
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  #3  
Old 11-07-2012, 09:56 AM
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Secrets
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I can confirm that the OP_MercenaryDataUpdate packet that we have listed is not existent in any packet handlers for Seeds of Destruction. Not sure about underfoot but the opcode we have listed is not there at all.
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Old 11-09-2012, 02:22 PM
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Old 11-09-2012, 06:59 PM
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Gonna be committing the next part of the merc stuff tonight; I got the packets in order and well, a quite nice result:

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  #6  
Old 11-09-2012, 09:47 PM
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Score! Good work
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  #7  
Old 11-11-2012, 05:35 PM
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Mercenaries are now in an implementable state! I finished the last few bits of packet work over the last few days. We now can suspend/unsuspend, have a merc charge upkeep based on a timer, and all of these features are saving cross-zone.

I also tested in on the Underfoot client and it works just as well as titanium. The only thing that doesn't work is the auto-assist button but I assume we can implement that during the AI stuff. It's a simple button setting that the client sends to the server, and the server must send it back at some point. I could look into it, but I would rather get the AI stuff working before we go implementing an auto-assist/call target function!

bad_captain or trevius, if you would like to start work on the AI with me, that would be great. Thankfully we can just copy-paste bots for the most part. I'd like to see this go live on PEQ soon, would be nice to add this to an array of features EQEmulator has. And I can't even begin to imagine the custom server possibilities.
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