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Old 11-18-2012, 12:48 AM
bad_captain
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Is there any difference between client_level and level in merc_npc_types? Since the merc is supposed to be the same level as the client, couldn't you just go by level? It's not a big deal, just curious.

Also, I don't think having the merc_npc_type_id in the merc_types table will work. There will by many merc_npc_types for every merc_type. Merc Types are what show up in the dropdown of the mercenary purchase window. It only relies on the race and proficiency (apprentice or journeyman). Subtypes include the class & tier. The merc_npc_types table will also depend on the merc_subtypes, since there will be different stats for different classes & tiers. You could put it in merc_templates, but because the stats really don't depend on race, you would have to duplicate the merc_npc_type_id for each record in merc_templates with the same class, proficiency & tier. That's why I just included the class, proficiency & tier in my stats table, but it could be done in merc_templates as well.

I just want to make sure I understand your logic before putting the stats in, since it will be harder to change once it's merged into the trunk and people start playing around with them.
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Old 11-18-2012, 12:55 AM
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Secrets
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Quote:
Originally Posted by bad_captain View Post
Is there any difference between client_level and level in merc_npc_types? Since the merc is supposed to be the same level as the client, couldn't you just go by level? It's not a big deal, just curious.

Also, I don't think having the merc_npc_type_id in the merc_types table will work. There will by many merc_npc_types for every merc_type. Merc Types are what show up in the dropdown of the mercenary purchase window. It only relies on the race and proficiency (apprentice or journeyman). Subtypes include the class & tier. The merc_npc_types table will also depend on the merc_subtypes, since there will be different stats for different classes & tiers. You could put it in merc_templates, but because the stats really don't depend on race, you would have to duplicate the merc_npc_type_id for each record in merc_templates with the same class, proficiency & tier. That's why I just included the class, proficiency & tier in my stats table, but it could be done in merc_templates as well.

I just want to make sure I understand your logic before putting the stats in, since it will be harder to change once it's merged into the trunk and people start playing around with them.
Could do it by level, I just wanted to have the opportunity for different merc levels than what the client is actually having for custom server purposes. For example, a merc might be level 44 for a level 50 character, 45 for a 51, etc, in a custom scenario anyways.

I wanted to leave it open-ended enough that PEQ and other servers that need the merc to be more modular can use it in their own way without having to change too much.

Currently the class/race is set from the merc's template, not the merc_npc_types table. If you would like to trim that merc_npc_types table of duplicate entries be my guest.
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Old 11-26-2012, 07:33 AM
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Made a ton of progress tonight. Mercs now save groups across zone, they now show up as 'in the zone' on the group window. They do not save health or any buffs across zones yet. I'd say the basic functionality works great so far.

Gonna commit it later tonight after I fix it up a bit. Perhaps we can start moving it into the main branch? It seems 'ready' so to speak. I'd like to see about PEQ trying to break them when I commit it to SVN and we have PEQ's database updated.
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Old 11-26-2012, 07:37 AM
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Picture of the mercs in groups. When one merc is removed, they get suspended. Not sure if that's how live intended mercs, but it seems 'better' imho.

When the leader is removed, the merc gets added to a new group with the person who got kicked.

Currently, you have to unsuspend your merc once you are in a group. Perhaps support for pending invites from players both merc grouped could be added later.

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  #5  
Old 12-14-2012, 11:40 AM
bad_captain
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Updated mercs last night. It includes a significant database update, and mercs.sql will need to be re-run for it all to work. There were really too many to create an update, so just source in mercs.sql again. The only other thing needed from secret's update 2 is adding ismerc to the one group table.

There are now merc stats for up to level 85. Up to 65 should be reasonably close, but more data is needed after that. Once mercs are able to act in combat, a better approximation can be made on some stats. Hp, mana, and maxhit would be the three most important to update post 65. We may need to add in the advanced stats, or add in equipment (I've read a few rumors of mercs having cloaks or something similar to pets (which are equipped based on pet power), and include the advanced stats. Depending on how well mercs perform in battle may help decide how to approach this.

Armor and weapon textures are set from the database. Currently, there's a record per proficiency/tier/class combination (check out reference table, merc_npc_types). Melee mercs have two records, one prior to dual wield, and one after. Healers and casters have one record only. This should suffice until more important work is accomplished. Weapon textures set from db is used instead of the previously hard coded values.

Mercs level with you- they will update stats when you level, but will con dark blue until you zone/suspend/etc.

Note: merchants are given the merc data if they should, but the npcs still need to be updated for correct placement, race, gender, etc. Two vendors that work are Mjdai in crescent reach tent, and guardian norerd in pok, who is at the top of the bridge by the soulbinder.

Two bugs I've noticed: after zoning, suspending/unsuspending, my merc no longer follows me ( code appears to be there to set the correct followID), and after dismissing a mercs, then rehiring, the second merc doesn't have stance data in merc window.

I will try to update my earlier post concerning what still needs to be accomplished for mercs tonight. I will be testing out the bugs listed earlier, and work on getting mercs into combat. I will need some more data on spell lists for healers and dps casters. I will focus on melee mercs first.

I also merged in everything from the trunk, so if everything checks out, it should be able to be merged into the trunk. A sql update would need to be added for the merc rules that have been added into the source. I can try to add that this weekend as well.
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