Code Submission

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Zcoretri
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Code Submission

Post by Zcoretri » Thu Feb 19, 2009 3:21 pm

I have some code I would like to commit. I have never really used subversion type stuff before, but I learn quickly...on to my questions :)

Do I need commit permissions or do I just select SVN Commit... on the context menu and it will upload changes to the repository and then LE actually commits it, after he looks at it of course :)

This change also requires an additional field to a database table, how is that handled?

Thanks,
Z

P.S. Where the hell has everybody been lately? :mrgreen:

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Re: Code Submission

Post by Scatman » Thu Feb 19, 2009 4:19 pm

Yeah if you have access to the SVN just hit SVN commit and it'll tell you if the changes took place or not and if so, what changed.

I've been slaving in my operating systems class writing an OS in C :(. It's occupied every free second of my life since 2 weeks ago. This part needs to be finished by Monday, so I'll finally have some damn free time then.

Plus, I accidentally patched to an invalid version (oops! /bonk self) of live.

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Re: Code Submission

Post by John Adams » Thu Feb 19, 2009 4:28 pm

Zcoretri wrote:Do I need commit permissions or do I just select SVN Commit... on the context menu and it will upload changes to the repository and then LE actually commits it, after he looks at it of course
Nope, if you commit to the Dev SVN, the changes are committed and some time in the middle of the night, the dev SVN props the changes over to the public SVN. LE does not commit anything manually that we submit, no.

No pressure. ;)

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Re: Code Submission

Post by LethalEncounter » Thu Feb 19, 2009 4:50 pm

Good luck :)

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Re: Code Submission

Post by Zcoretri » Thu Feb 19, 2009 5:57 pm

LethalEncounter wrote:Good luck :)
Ok...committed :shock:

This changed requires some added fields to the spells database.

display_spell_tier tinyint(3) UNSIGNED DEFAULT 0 NOT NULL
friendly_spell tinyint(3) UNSIGNED DEFAULT 0 NOT NULL
group_spell tinyint(3) UNSIGNED DEFAULT 0 NOT NULL

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Re: Code Submission

Post by Zcoretri » Thu Feb 19, 2009 11:50 pm

OK...I didn't have time to explain what I did because I had to leave for work so here goes.

What I did was add some flags that expand on what gets displayed in the target field when you examine a spell i.e. we now how 'Friend', 'Group Friend', 'Raid or Group Friend', 'Raid or Group Friend's Corpse' and 'Friend's Corpse' by using the toggle of the fields friendly_spell, group_spell, can_effect_raid, affect_only_group_members and target_type.

So '1' is on, '0' is off

I also added a flag that you can toggle that displays the tier of the spell in the examine window, i.e. Appretice I, Adept I, etc.

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Re: Code Submission

Post by LethalEncounter » Fri Feb 20, 2009 5:02 pm

Cool, thanks for the submission :)

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Re: Code Submission

Post by John Adams » Fri Feb 20, 2009 6:16 pm

Zco, you have any thoughts on the seemingly redundant data on the Spells info editor? What I see is a target_type selector where you can pick Group, Friend, Raid, etc. But then I see "affect_only_group_members" and the new "group_spell" value just added. Wouldn't the target_type alone determine all these other things?

Same with "friendly_spell", the target_type is not "enemy", would that be considered friendly? I think I understand that all these values are from SOE - so we should likely implement them the same, but maybe to help us understand the need for the redundancies, you got any ideas?

Or is it something like, I have a Friendly spell, but it can only be used on my group members... ?

Confused!

Btw, the values are added to the editor. I'll see if I can dig out the raw data this weekend, but I am going to be extremely preoccupied, I'll do what I can.

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Re: Code Submission

Post by Zcoretri » Sat Feb 21, 2009 12:10 am

John Adams wrote:Zco, you have any thoughts on the seemingly redundant data on the Spells info editor? What I see is a target_type selector where you can pick Group, Friend, Raid, etc. But then I see "affect_only_group_members" and the new "group_spell" value just added. Wouldn't the target_type alone determine all these other things?
Nope, you have to set target_type to 1 and friendly_spell to 1 to display 'Friend'
For 'Group Friend' set group_spell to 1 in addition to the values above.
To get 'Friend's Corpse' to display for the Revive spell for instance, you set target_type to 5, friend_spell to 1
And Finally to get 'Raid or Group Friend' set the can_effect_raid flag to 1

I also found that setting the target_type to 8 it displays 'Raid (AE)' and setting it to 9 displays 'Other Group (AE)' what ever that is.
Same with "friendly_spell", the target_type is not "enemy", would that be considered friendly? I think I understand that all these values are from SOE - so we should likely implement them the same, but maybe to help us understand the need for the redundancies, you got any ideas?

Or is it something like, I have a Friendly spell, but it can only be used on my group members... ?

Confused!

Btw, the values are added to the editor. I'll see if I can dig out the raw data this weekend, but I am going to be extremely preoccupied, I'll do what I can.
I think the 'affect_only_group_members' is a flag for those spells that will only work while members are grouped, and it doesn't affect the Target display text.
Hope that clears some confusion.

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Re: Code Submission

Post by John Adams » Sat Feb 21, 2009 12:43 am

It does, thank you. I'm still mystified why SOE made it so convoluted, but it's their code not ours :D It would seem 1 setting would be enough... unless I am still missing the point. Not on our end, mind you... talking about why SOE designs things the way they do.

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Re: Code Submission

Post by Zcoretri » Sat Feb 21, 2009 3:37 pm

Added support for the spell_color_text field.
Values for the color of text are as follows:
0 = Red
1 = Orange
2 = Yellow
3 = White
4 = Blue
5 = Green
6 = Gray
7 = Purple

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Re: Code Submission

Post by John Adams » Sat Feb 21, 2009 3:45 pm

Got the code up on Tess. I am a little curious about spell_text_color though, since a spell that is red to me may not necessarily be red to you... not sure what setting this value in our spells data will accomplish. But I am likely missing yet another obvious point :)

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