Stat constants

EQ2Emulator Development forum.

Moderator: Team Members

Post Reply
User avatar
Zcoretri
Team Member
Posts: 1642
Joined: Fri Jul 27, 2007 12:55 pm
Location: SoCal

Stat constants

Post by Zcoretri » Sun Jul 19, 2009 10:34 am

LE, I have stumbled upon a problem with our defined constants for stats. At this point it only seems to effect ones above 600 and not all are affected, some are the same in both clients. I did not go through every single one.
The problem is different stats show up based on what client you are using, will cite some examples below.

Using client version 4412 (RoK boxed set) this is what you see when examining the item...
Stats4412.JPG

And with client version 5721L you get this...
Stats5721.JPG
both are using 611 and 616
client 4412 611 = Speed at all times and 616 = Inhibit Healing
client 5721 611 = In Combat Run Speed and 616 = Blurs Vision
You do not have the required permissions to view the files attached to this post.

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: Stat constants

Post by John Adams » Sun Jul 19, 2009 1:14 pm

But in our defines:

Code: Select all

#define ITEM_STAT_OFFENSIVESPEED 		611
#define ITEM_STAT_BLURVISION 			 616
Correct, Zco?

The concern I have is that we have never identified each client version's item_stat definitions. Is this going to be a problem?

LethalEncounter
Team: Zombie
Posts: 2717
Joined: Wed Jul 25, 2007 10:10 pm

Re: Stat constants

Post by LethalEncounter » Sun Jul 19, 2009 1:55 pm

Bah, those bastards at SOE must have renumbered the effects from one version to another. This means that it will make my life more of a pain because I'm going to need to create a lookup table in the database similar to the opcodes table for these effect types. What I'll have to do is keep this lookup table up-to-date and make parser use the lookup table to make sure that it properly puts the right effects into the items table. The data in the item_stats table will be different than what it is now. There will be a list of effects from 1+ and World will use the lookup table to determine which id to send the client for each effect. Don't worry it sounds complicated, but it will really be seamless to the user, just another pain delivered by SOE :/

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: Stat constants

Post by John Adams » Sun Jul 19, 2009 1:58 pm

Ah bummer, so it isn't something magical we can do in our data to "just make it work" hehe. Sorry for the added work. Glad we caught it now tho...

But my question is, how will you find the item_stats values for all the different versions we have Items data for? Unless you've stashed each Everquest2.exe, which would be very forward-thinking of you ;)

LethalEncounter
Team: Zombie
Posts: 2717
Joined: Wed Jul 25, 2007 10:10 pm

Re: Stat constants

Post by LethalEncounter » Sun Jul 19, 2009 2:16 pm

I have quite a few (9) different complete versions of EQ2 sitting on my hard drive, so although it might not be every one I doubt the values changed enough to prevent me from getting the right ones for all the data ranges we use right now.

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests