Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bug Reports

Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here.

Reply
 
Thread Tools Display Modes
  #1  
Old 12-27-2006, 07:23 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default #makepet issues

Using Linux FC4 compiled source EQEmu-070-934...

Some problems I am finding with making pets;

1) #makepet [type] [name] - the Name doesn't actually work. No matter what you type, you get the standard random generated pet name.
-- #makepet Animation1 Timmy
-- Makes an invisible man named Kebtik

2) /pet get lost - varying results. If the pet can be controlled, /pet get lost works fine. If it's an enchanter pet, and the only option is "go away", you have to #kill your pet to make him go away.
-- #makepet Animation1 Timmy
-- Makes an invisible man named Kebtik
-- /pet get lost - no effect
-- click the Go Away button on the interface, no effect
-- Target and #kill, pet crushes himself to death and goes away

3) Wizard Familiars - far as I recall, they should have no command ability (like attack...). The buttons are available in the UI, but they seem to have no effect, so I am not sure what's wrong here. Seems the client thinks this is a manageable pet, when the server doesn't agree.
-- #makepet Familiar1
-- Makes a floating imp named character's familiar
-- the Pet UI shows all possible commands, and none of them work (not even Go Away)
-- Wizard familiars offer Full Commands (that don't work) and the bug that /pet get lost fails so you have to #kill your pet

4) When you #kill a pet which is not trivial (green), you seem to gain xp. I think this is very bad.
-- #makepet FamiliarGreaterFire (level 70 pet)
-- Target and #kill
-- Note the XP gain message - I checked and I am definitely getting an XP bump each time
-- Seems to work on other pet classes too
-- If the pet can be commanded to "Get Lost", there is no xp gain, only if you use #kill, #damage, or any other command to end the life of the pet

5) Once you #makepet Familiar___, you cannot make another one until you zone. You can make other pets, just not the Familiar.
-- #makepet Familiar1
-- Target and #kill
-- #makepet Familiar1 - no pet. But you can make any other type of pet.
-- Zone, and you can once again make the Familiar

6) Taunt button seems to only toggle pet to start taunting, not stop taunting (unless I haven't waited long enough).

7) Cleric Hammer pet appears as a tiny skeleton (how ironic)
-- #makepet cleric_hammer_67_
-- See tiny skelly (I am sure this is all about body type for this NPC, but that's a database change).


That's it for now. The reason I am focusing here is my attempt to offer the soloist a "pet" or companion to travel with to make their journey a little easier. So I've been playing with various pets lately, and having some difficulty. None of this is show-stoppingly important, but if anyone is wandering through Pet code, please have a look.

Thanks!
J
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 05:58 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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3