Merchant Issues Thread

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John Adams
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Re: Merchant Issues Thread

Post by John Adams » Sun Aug 09, 2009 4:28 pm

I just found a merchant in Neriak that won't speak to me til I am level 20. Looks like we'll need a field added to merchants with a min_level option? Could need something for race, class, faction, status, etc... but this post is just about Level.

It was the Research Assistant merchant.

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Re: Merchant Issues Thread

Post by John Adams » Thu Jul 28, 2011 8:14 pm

Zcoretri... something is really fubared with the 1008 structs (all of a sudden). First we had that problem with guilds the other day, and now I just noticed that merchant list "examines" are completely forked.
screen1.jpg
screen2.jpg
Do you have any idea why this struct that has been working for 2+ years (TSO just before SF 6118L) is all of a sudden shitting the bed? Is it because we added 5040 client stuff and now every previously assumed structure is getting whacked? I'd like to understand what's going on here, so maybe I can help fix it.
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Re: Merchant Issues Thread

Post by Sylva1n » Thu Jul 28, 2011 9:21 pm

John Adams wrote:I just found a merchant in Neriak that won't speak to me til I am level 20. Looks like we'll need a field added to merchants with a min_level option? Could need something for race, class, faction, status, etc... but this post is just about Level.

It was the Research Assistant merchant.
not sure it this may help but I post it anyway:

(im gonna use old spells terms just because I can't remember journetmans, experts etc)


How a research assistant works on live:

- it lets you "upgrade" your spells (takes a certain period of time to get the spell based on the tier of the spell)
- to have a spell listed in the upgradeable list (the merchant window) you have to have the lower version (previous version) of the spell in your spellbook. ex: if you have the adept3 of Amends, you will see Amends Master 1 as a choice. If you do not have that spell scribed it won't show in the list.

if that makes any sence.

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Re: Merchant Issues Thread

Post by Sylva1n » Thu Jul 28, 2011 9:25 pm

lol just saw the date on that post :)

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Re: Merchant Issues Thread

Post by Zcoretri » Fri Jul 29, 2011 10:42 pm

John,
The reason is because the way it was working before was not correct. When you were examining those items before, it was just using the generic item to display info. We also no have checks for if the spell or recipe book has been scribed.

The reason it's fubar is from me trying to make it right...so it's still a work in progress, especially 1008.

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Re: Merchant Issues Thread

Post by John Adams » Sat Jul 30, 2011 8:27 am

Ohhh... I didn't realize what you were doing was affecting Merchant Examines. I thought you were just playing with inventory right-clicks or mouse-overs.

Ok, sorry... then there is nothing to see here. Move along please...



Edit: Ahh, duh!!! I was working with a Spells-only merchant, and didn't bother to see a normal goods merchant, the examine still was find. Had I done that, I would have known it was you messing around ;) Sorry.

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Re: Merchant Issues Thread

Post by Zcoretri » Sat Jul 30, 2011 9:08 am

It was late when I posted that, I should have prefaced that it was merchant spell scrolls and recipe books.

Man I'm still tired, haha.

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Re: Merchant Issues Thread

Post by Trahelion » Sat Jul 30, 2011 9:11 pm

I'm just going to slip in to add this, because I'm not sure if it is of any relevance -but before I was getting the same kind of issue that you get when trying to inspect from the merchant when I try to click on an item that I looted from the chat bar.
(Such as clicking "You loot - [A totem of testing]", Click the totem, and get a weird breastplate looking icon with not text.
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Re: Merchant Issues Thread

Post by John Adams » Sat Jul 30, 2011 10:51 pm

Yeah, the Loot system is in bad shape. Hopefully soon I will be done with my analysis of it, and can start the re-write/upgrade. Trying to divine "Smart Loot(tm)"

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Re: Merchant Issues Thread

Post by Jabantiz » Tue Jul 31, 2012 5:05 pm

sell to merchants and buy back should now work properly on dev svn.

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Re: Merchant Issues Thread

Post by John Adams » Wed Aug 01, 2012 9:27 pm

Pushed to EQ2TC.

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Re: Merchant Issues Thread

Post by Jabantiz » Sun Aug 05, 2012 12:52 am

- As a new toon, I get a stack of 20 'flask of water' to start. If I /summon another of the same type, then go to Sell to Merchant, I cannot select the top-most 'flask of water' item if I have the second one selected. Like the list is getting confused.
I set out to fix this issue but got side tracked and ended up with this.
Image
I have identified multiple unknowns in the merchant window struct, including tokens, status points, and station cash. This is just a struct update right now and no code or db work to support it yet.

I also identified unknown4 as a bitmask but haven't had much luck figuring out all the values so far I have

Code: Select all

1 -
2 -
4 -
8 - makes status yellow
16 - no buyback
32 -
64 - not for sale
128 - disables buttons on buy tab

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Re: Merchant Issues Thread

Post by John Adams » Tue Oct 16, 2012 6:28 pm

I was going to add something from my TODO list; class Merchants, meaning, if you are a particular class, only those items show up for you... and low and behold, I think Emu already does that. But, I think it FORCES this, no matter what.

So this is now a question:
Does Everquest 2 (live) show players items they CANNOT use anymore? I recall long ago, items would still be shown (for Templars, when I was a Paladin, for example), but the item would be RED text if I could not use it - either due to class or level restrictions. Is this not the case anymore in EQ2 Live?

Here's the check to build the merchants list currently (from World.cpp)

Code: Select all

// if NOT spell merchant, OR 
// skill req is any skill, OR player has the skill, AND 
// skill req2 is any skill, OR player has the skill2
if(item && ( (merchant_type & MERCHANT_TYPE_SPELLS) == 0 || ( (item->generic_info.skill_req1 == 0xFFFFFFFF || player->GetSkills()->HasSkill(item->generic_info.skill_req1)) && (item->generic_info.skill_req2 == 0xFFFFFFFF || player->GetSkills()->HasSkill(item->generic_info.skill_req2)) ) ) )
	(*ret)[item] = itr->second;
I put those comments in deciphering the mega-IF. This seems to tell me, as long as it is NOT a Spells merchant, the player either needs the Skill of the item, or the item has to be a generic skill ID (0xFFFFFFFF).

Is that what (merchant_type & MERCHANT_TYPE_SPELLS) == 0 is saying? If NOT a MERCHANT_TYPE_SPELLS (4)?

I'm thinking this is backwards. Spells, yes. But Items? All should see them. Please correct my math or understanding.

Thanks

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Re: Merchant Issues Thread

Post by Jabantiz » Tue Oct 16, 2012 6:40 pm

I read the if as is there an item AND (is this not a spell merchant OR does the player have the skills for this item) so this should show all items the player can't use unless it is a spell merchant then only the spells the player can use should show.

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Re: Merchant Issues Thread

Post by John Adams » Tue Oct 16, 2012 6:42 pm

That's not how it's working then. I am a merchant_type 0, and only seeing 1 item (of 2) where one is Paladin and the other is Templar. I am not seeing both items, either as a type 0, or a type 4.

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