EQ2Emu Items - Phase 2

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John Adams
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EQ2Emu Items - Phase 2

Post by John Adams » Sun Jul 19, 2009 8:50 pm

[center]Item Validation - Phase 2[/center]

We are entering phase 2 of items development and need your help, again. You can use /itemsearch in-game to bring up a mock Broker dialog, where you can use various search criteria to find the items of your choice. Not all fields work in this dialog as of this writing, but we'll try to get them all hooked up in the coming weeks.


[center]What we need tested[/center]
- Items equip into the proper slots (only)
- Appearances - does the plate look like plate, and the right color?
- Stats - Item stats should be fairly solid
- Damage type for weapons is correct (Slashers slash and do not pierce)
- Armor types are correct
- Item Classes are correct by race/class/level
- Ranged, Thrown weapons and House, Recipe, Pattern, Bauble functionality is still not implemented, but the items should appear and should be validated (stats/appearances)

What we know is wrong already
and do not need bugs about!
- Item "cyan" stat bonuses we know have issues, something we'll post about once we have a solution implemented
- Item Sets not implemented
- Item Bonuses (a sword that gives a special attack/proc) not implemented
- For functionality testing, please focus only on player armor and weapon items for now. That is the bulk of our items.


When I populate the Items tables, I try to do so by "item_type", so all armor items are together, etc. To make this round of testing easier, here is the range of ID's of items by item_type:

Code: Select all

1000 - 13714 - Normal
20000 - 58949 - Armor
75000 - 96520 - Spell
100000 - 117764 - Weapon
130000 - 134455 - Shield
140000 - 143649 - Bauble
150000 - 153465 - House
160000 - 162309 - Food
170000 - 172236 - Ranged
180000 - 181958 - Recipe
200000 - 200979 - Adornment
210000 - 210431 - Book
220000 - 220312 - Bag
230000 - 230138 - Pattern
240000 - 240126 - Thrown
250000 - 250055 - House Container
260000 - 260008 - Armor Set
This way testers can pick a "range" if they choose, and stick to it, and share the load with others.

Couple of small "rules" this round
Player Inventory and Quest Progress - Wiped! Both need extensive re-testing, so get in there.

Until I hear what I feel is adequate feedback from my players on Items and Quests working or not, /level and /create spawn commands are disabled. You want them back so you can try on the uber stuff? Post your good or bad news about Items and Quests on our forums.
  • I will re-enable the /level command in a week or two, depending if we hear from you. Otherwise, it'll remain off til we get adequate feedback on Items.

Thanks in advance, and I hope you enjoy the new items!

(see this thread for additional information)

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Re: EQ2Emu Items - Phase 2

Post by John Adams » Sun Aug 02, 2009 11:55 am

As a small reward for those players submitting bugs in-game or on the forums, I have granted those players access to /level and /spawn create again. That is not to say I will not have to reset levels again someday, but for now, please test the higher-end items now with your new privileges and let us know if you see anything wrong.

Those bugs that are submitted, I am in the process of discovering why. Meanwhile, keep up the great work!
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

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Re: EQ2Emu Items - Phase 2

Post by John Adams » Mon Aug 10, 2009 6:51 pm

Lack the skill to equip and item?
There's a new command that will help you out (thank you Scatman!) : "/skill"

If you try to equip an item, for example a Dagger, and you see the message that you lack the skill to equip that item simply type the following command in the chat box:

/skill list Dagger

and you will see a list of all skills related to Dagger.

Then, you can type:

/skill add "Dagger" (remember to use "quotes" if it's more than 1 word!) and blamo!! You now may equip the dagger.


This command was implemented because we actually fixed a long standing bug in EQ2Emu that was not checking required skills properly. Once that bug was identified and fixed, no one could equip an item for which they lacked the skill combo of "Piercing" AND "Dagger" for example.

In order to continue our Item Validation effort, you need to be able to equip stuff - so there you go. Thanks to Scatman for taking the time to implement this much needed "patch" :)


For you Administrators, skill and it's subcommands can be turned off for normal players in the `commands` table.

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Re: EQ2Emu Items - Phase 2

Post by Scatman » Mon Aug 10, 2009 8:59 pm

You won't need quotes if it's more than two words. I'm not actually sure if the quotes would show up in the search string or not, never tried.

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Re: EQ2Emu Items - Phase 2

Post by Scatman » Mon Aug 10, 2009 9:00 pm

Shit! John, I need the minor version # :| whoops.

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Re: EQ2Emu Items - Phase 2

Post by John Adams » Tue Aug 11, 2009 8:56 am

There was no minor version bump. The commands are Data changes, not Table changes. You should get data updates regardless (I think)

Tess got em. So I assumed everyone else would.

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Re: EQ2Emu Items - Phase 2

Post by Scatman » Tue Aug 11, 2009 9:42 am

Oh ok. Thought the data changes changed the minor version too.

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