Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Database/World Building

Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-05-2004, 09:42 AM
farce
Hill Giant
 
Join Date: Feb 2003
Posts: 126
Default

both of those issues are fixable.. LD on death is a one liner, mob HP stuff is a couple lines... the fixes work fine.
Reply With Quote
  #2  
Old 01-05-2004, 09:48 AM
grues0me
Fire Beetle
 
Join Date: May 2003
Posts: 19
Default

For the Health bar:

void Mob::CreateHPPacket(APPLAYER* app)
{
this->IsFullHP=(cur_hp>=max_hp);

app->opcode = OP_HPUpdate;
app->size = sizeof(SpawnHPUpdate_Struct);
app->pBuffer = new uchar[app->size];
memset(app->pBuffer, 0, sizeof(SpawnHPUpdate_Struct));
SpawnHPUpdate_Struct* ds = (SpawnHPUpdate_Struct*)app->pBuffer;
ds->spawn_id = GetID();

if(IsClient())
{
ds->max_hp=max_hp;
ds->cur_hp=GetHP()-itembonuses->HP;
ds->cur_hp=ds->cur_hp>30000?30000:ds->cur_hp;
}
else
{
ds->cur_hp=IsNPC()?(sint32)GetHPRatio():cur_hp;
ds->max_hp=100;
}
}

Replacing the former lines in the mob.cpp doesnt work for me.


For the LD fix on player death i would like to see the one-liner that fixes the problem. Thanks
__________________
go climb a rock
Reply With Quote
  #3  
Old 01-05-2004, 10:04 AM
Badil
Fire Beetle
 
Join Date: Dec 2003
Posts: 16
Default

Quote:
Originally Posted by grues0me

For the LD fix on player death i would like to see the one-liner that fixes the problem. Thanks
I think the fix in the second post in this thread is what is being referred to.

http://www.eqemulator.net/forums/viewtopic.php?t=11922
Reply With Quote
  #4  
Old 01-05-2004, 10:13 AM
grues0me
Fire Beetle
 
Join Date: May 2003
Posts: 19
Default

Thanks! Gonna try that immediately.

Edit: I must be doing something wrong. Wether pasting the LD fix to the attack.cpp nor pasting the health bar fix to mob.cpp doesnt change ANYTHING. Is there anything else to be done after editing the files? What can be done wrong???
__________________
go climb a rock
Reply With Quote
  #5  
Old 01-05-2004, 11:23 AM
Badil
Fire Beetle
 
Join Date: Dec 2003
Posts: 16
Default

Quote:
Originally Posted by grues0me

Edit: I must be doing something wrong. Wether pasting the LD fix to the attack.cpp nor pasting the health bar fix to mob.cpp doesnt change ANYTHING. Is there anything else to be done after editing the files? What can be done wrong???
You need to recompile the source code with either VS .NET/VC++ under Windows, or with GCC under Linux ...
Reply With Quote
  #6  
Old 01-05-2004, 12:02 PM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
Default

Quote:
Originally Posted by grues0me
Thanks that fix did it. My only problems now are now:

1. Health bars of the mob never decrease. I copied the fix i found on the board into the mob.cpp, no help.

2. The crash-on-dying bug. I realize it must have to do with the 400 damage some mob do, but i didnt found a fix on the board, except the global change of the max damage via sql commands.
Both these problems are fixed in 0.5.3-DR2(3)+ (the new ones).

you can get a pre-release version from http://Shawn319.eqemulator.net/cvs
__________________
Shawn319
Semi-Retired EQ Addict

(Retired)EQEmu Lead Tester
(Retired)EQEmu Tech Support

(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
(Retired)ServerOP - GuildWars Server
(Retired)ServerOP - Raid Addicts
--------------------------
Reply With Quote
  #7  
Old 01-05-2004, 12:41 PM
grues0me
Fire Beetle
 
Join Date: May 2003
Posts: 19
Default

Thanks!
__________________
go climb a rock
Reply With Quote
  #8  
Old 01-11-2004, 10:33 AM
MacLeod
Sarnak
 
Join Date: Jan 2004
Posts: 33
Default

Where is this classfix.sql? It's been a while since I visited the warrior trainers in Halas, but I think the ones I'm r-clicking on are supposed to be trainers...
Reply With Quote
  #9  
Old 01-11-2004, 09:37 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

Second page of this thread. http://www.eqemulator.net/forums/vie...c&start=22 for the exact post.
__________________
Please read the forum rules and look at reacent messages before posting.
Reply With Quote
  #10  
Old 01-12-2004, 01:40 AM
MacLeod
Sarnak
 
Join Date: Jan 2004
Posts: 33
Default

Don't know how I missed it, I've read through this whole thread 3-4 times. I gotta get these reading skills up. :lol: Thank you.
Reply With Quote
  #11  
Old 01-12-2004, 07:38 PM
Lurker_005
Demi-God
 
Join Date: Jan 2002
Location: Tourist town USA
Posts: 1,671
Default

Takes a good 5 times thru this thread to get one reading skill up! Dang slow skill improvments!
__________________
Please read the forum rules and look at reacent messages before posting.
Reply With Quote
  #12  
Old 01-14-2004, 01:32 PM
MacLeod
Sarnak
 
Join Date: Jan 2004
Posts: 33
Default

Is there a fix yet for more than one mob spawning on one spot? The second mob is generally the wrong type as well.

Like in EverFrost, where there should be one Ice Giant, there are 2 Ice Giants except one has the Cyclops model. It is like this at all three Ice Giant spawn points in Everfrost.

And then in Vox's chamber, there are more Cyclops hanging out sharing a spawn point with other Giants.

And in Blackburrow, there are splitpaw gnolls running around but with Blackburrow gnoll names.

I tried the duplicate spawn removal and that didn't fix this. Is there any easy way to fix this?

*EDIT*
Forgot to mention, it looked like there were 2 groups of spawns in the DB so I tried deleting the spawns from spawn2 where their ids were very high since there seemed to be a good dividing line but it also got rid of some of the spawns that were supposed to be there.

Just looking at this it would be possible to order by x, y, and z coordinates and just delete one of the spawns if it resides on approximately the same point although that would take a while. I don't know sql that well, so if anyone has any suggestions.
Reply With Quote
  #13  
Old 01-15-2004, 04:48 AM
a_Guest03
Demi-God
 
Join Date: Jun 2002
Posts: 1,693
Default

These are database problems and not code problems. If it's wrong, nobody has cleaned up that section of the database in the copy that you have.
__________________
It's never too late to be something great.
Reply With Quote
  #14  
Old 01-15-2004, 07:07 AM
MacLeod
Sarnak
 
Join Date: Jan 2004
Posts: 33
Default

Yeah, I know they are database problems. But I have the version linked on the first post of this thread, which should be the newest.

Just wondering if anyone else has these problems, and if they found an easier way to fix it than going through and manually deleting any mobs that were in almost the same x,y,z coordinates.
Reply With Quote
  #15  
Old 01-15-2004, 12:09 PM
j_illmatik
Fire Beetle
 
Join Date: Jan 2004
Posts: 4
Default

Quote:
Originally Posted by Kroeg
is this query built to delete anything other than the duplicate spawns? If so, hold off.. the My World team is tackling this problem (and has been for a few days) already.

When we merged data from another worldbuilder's sources, the transition wasn't entirely seemless =P but we're cleaning it up now. The id #s for the duplicate npcs are far too high, and contain strange lootdrop entries. Next DB release should contain a fix to this problem, but don't quote me. Sometimes we release the DBs before they're ready just to satisfy worldbuilders and serverops.. although I'm pretty sure this is the basis of our next release
Looks like they are aware and working on this one already.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 11:38 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3