Broken and Attuned item stats

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John Adams
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Broken and Attuned item stats

Post by John Adams » Thu Mar 28, 2013 5:17 pm

Here's 2 more things I'd like to research, possibly implement and finish off. When an item breaks, it's suppose to lose it's useability... so does that mean wearing a Condition 0 BP is the same as having no BP on at all? Or is there some basic stats that still apply?

Same goes for Attuning an item, although I think I'm confusing old EQ Live with EQ2... I thought unattuned items still were usable but had lower stats. Now that I think about it, you cannot even equip an item in EQ2 unless it is attuned, yes? Either way...

We have a column in `character_items` for "attuned". This seems a relatively simple thing to add (with the exception of the popup dialog) as far as the DB update goes. In this discussion, tell me (or give me) a popup option in game that if an item is Attunable, then I get the dialog and the item becomes attuned to me. I believe the icon background changes when you do this, too. I also assume once attuned, you can still sell to a merchant, but not on player market. Correct? Since we don't have a market, that one's easy :)

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Zcoretri
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Re: Broken and Attuned item stats

Post by Zcoretri » Thu Mar 28, 2013 7:38 pm

The icon background color is some kind of green color when it is un-attuned

Jabantiz
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Re: Broken and Attuned item stats

Post by Jabantiz » Sat Mar 30, 2013 6:26 pm

The pop-up dialog is just a simple choice window that is used for a lot of things. We don't currently have a struct for it so I made one really quick, like the other reusable windows you can specify the command for the client to execute when accept or cancel is hit, in this case it calls /attune_inv with some parameters when you hit accept. I will commit the struct tonight, just trying to figure out the unknowns at the end first.


Here is an example packet

Code: Select all

-- OP_ClientCmdMsg::OP_EqChoiceWinCmd --
3/30/2013 17:51:37
69.174.200.17 -> 192.168.1.2
0000:	01 3A A0 00 00 00 FF 86 02 5E 00 54 69 6E 20 43 .:.......^.Tin C
0010:	68 61 69 6E 6D 61 69 6C 20 43 6F 61 74 20 6D 75 hainmail Coat mu
0020:	73 74 20 62 65 20 61 74 74 75 6E 65 64 20 62 65 st be attuned be
0030:	66 6F 72 65 20 69 74 20 63 61 6E 20 62 65 20 65 fore it can be e
0040:	71 75 69 70 70 65 64 2E 20 57 6F 75 6C 64 20 79 quipped. Would y
0050:	6F 75 20 6C 69 6B 65 20 74 6F 20 61 74 74 75 6E ou like to attun
0060:	65 20 69 74 20 6E 6F 77 3F 06 00 41 74 74 75 6E e it now?..Attun
0070:	65 14 00 61 74 74 75 6E 65 5F 69 6E 76 20 34 31 e..attune_inv 41
0080:	20 31 20 30 20 2D 31 06 00 43 61 6E 63 65 6C 00  1 0 -1..Cancel.
0090:	00 00 00 00 00 00 00 00 00 00 00 32 00 00 00 00 ...........2....
00A0	00 00 01 00 00 00                               ......

Jabantiz
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Re: Broken and Attuned item stats

Post by Jabantiz » Sat Mar 30, 2013 10:27 pm

Implemented attuning of items. There is an issue with the attunable flag not changing to attuned but that is client side only, not sure how to force the update of the examine, reloging or zoning will make it show the correct flag.

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John Adams
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Re: Broken and Attuned item stats

Post by John Adams » Sun Mar 31, 2013 11:37 am

Is this the same "delay" we experience when adding/removing items? The fact the data is still in orbit, waiting for that 5m timer to fire?

Nice work on Attune. I'll mark that as implemented :)

Jabantiz
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Re: Broken and Attuned item stats

Post by Jabantiz » Mon Apr 01, 2013 4:59 pm

Fixed the issue with the item examine, should now change from attunable to attuned when you attune an item.

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