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  #1  
Old 08-29-2008, 09:03 PM
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cavedude
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Shit, I had my GM flag up! Sorry about that
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  #2  
Old 08-29-2008, 09:07 PM
Derision
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Shit, I had my GM flag up! Sorry about that
NP Cavedude
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  #3  
Old 08-31-2008, 01:51 PM
Angelox
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This is working fine, as anything else you fix does
Just tested it out in a few different ways
thanks!
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  #4  
Old 09-01-2008, 05:21 AM
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Ya, this code is awesome! I even tried rezzing a player while they were zoning and they got the rez box after they zoned. As soon as they clicked accept, they corpse was no longer rezzable. I also tried not accepting the rez and it kept the corpse rezzable as it should. I don't think it gets any better than that
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  #5  
Old 09-03-2008, 12:11 PM
So_1337
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The rez box works absolutely perfectly. You did a fantastic job, and I feel that this is one of the biggest things that has been missing from EQEmu for the longest time. This and fizzles actually taking mana, and both have been fixed recently!

I do have one humble request, though; would this code be easily applied to other spells requiring confirmation boxes? The two I can think of off the top of my head are Necromancer Sacrifice and Wizard Translocate spells. Would be nice to see all of these sewn up while the code's being looked at.

Great work as always, you continue to produce nothing but quality. Can't wait for your quest::popup code to go in, will be nice to greet new players on my server with those instead of trying to cram all the important stuff into the MOTD =)
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  #6  
Old 09-03-2008, 12:30 PM
Derision
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Originally Posted by So_1337 View Post
I do have one humble request, though; would this code be easily applied to other spells requiring confirmation boxes? The two I can think of off the top of my head are Necromancer Sacrifice and Wizard Translocate spells. Would be nice to see all of these sewn up while the code's being looked at.
This will be a bit harder, because as far as I know, the opcodes/structs for these two examples are unknown for both 6.2 and Titanium, whereas for Rez, I had the 6.2 opcodes already, and an almost correct struct to start from.

It's not totally impossible though. Given the text of the message that appears in the confirmation box if this can be related to a string in eqstr_us.txt, then I could use IDA to find the routines in eqgame.exe that produces the popup and reverse out the opcode that produces it from that. The struct will probably be the hardest part.

I'll add it to my list of things to look at.
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  #7  
Old 09-03-2008, 02:03 PM
Derision
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Damn, I hate you So_1337 I was planning on doing some work on tasks, but I couldn't get this translocate etc, stuff out of my head!



Turns out it wasn't so hard to find they key elements. Getting the opcode was easy, and deciphering enough of the disassembly to guess at they key elements of the struct (SpellID and Caster name) wasn't so bad. So I can send the confirmation box for Translocate, and get the response back from the client (it uses the same opcode coming back). Although not strictly necessary to implement the confirmation box, I'll see if I can decipher the return packet from the client and see if there is an 'OP_TranslocateComplete' opcode that makes the client zone you like OP_RezzComplete.

Does anyone know what text the client displays on live when you accept a Translocate ?
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