Implementing Pets (0.7.2)

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Scatman
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Re: Implementing Pets (0.7.2)

Post by Scatman » Sun Mar 03, 2013 7:46 pm

I can't remember doing anything with private spawns. I believe what I worked on was making a "public" spawn clickable or intractable with only people on that quest step.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Mar 03, 2013 8:13 pm

Just went over all the code to make a spawn private and I see what is going on now. A private spawn adds itself to its own access list, making it private to every one else, but only when it is spawned via lua, thought we could make them private in the db and that is what confused me. Now that I know what is going on I should be able to hopefully hide non combat pets.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Tue Mar 05, 2013 6:52 pm

My attempt to hide pets failed, need to look into a way to toggle the private status after the spawn is already created on the client. I did add a lua function to summon a deity pet (SummonDeityPet) but non combat pets don't follow the player around yet. Code for this is committed but still needs work as neither work as I had planned.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sun Mar 24, 2013 9:31 pm

One of my wild tangents from what I was working on but I was able to get pets to show in the group window, updated a struct and committed the changes to dev SVN

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Re: Implementing Pets (0.7.2)

Post by John Adams » Mon Mar 25, 2013 4:08 pm

heh, I like how you think :) Good job!

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Fri Apr 05, 2013 9:19 pm

Finally figured out how to get the health to display properly in the pet window for CoE+ clients.

The spawn id has to be in the packet twice the first makes the tool tip on the window work, the second allows you to target your pet by hitting F1 (target self button) twice.
Health and power pct need to be in there twice as well, 1 is for the tool tip the other is for the bar. Not sure if power is working properly but health does now at least.

No clue what was going through SoE's mind when they decided to do it this way.

EDIT: Power still isn't working right, if a pet cast a spell the power seems to overwrite the hp info, after power is 100% the next update to hp will display the hp properly again.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Tue Apr 09, 2013 12:38 am

Pet options should no longer be the primary commands for pets, so no more opening that damn window when accidently clicking on your pet.

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sat Apr 13, 2013 6:49 pm

Non combat pets should now be able to be hidden via /pet hide

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Sat Apr 20, 2013 8:28 pm

New lua functions for pets.

From my svn commit
Jabantiz wrote: Added: SummonCosmeticPet, DismissPet, GetCharmedPet, GetDeityPet, and GetCosmeticPet lua functions
Fixed: canceling the maintained pet spell should now dismiss the pet (if spell script is set up right)
Fixed: Non combat pets should now be dismissed when their owner dies
Fixed: You will no longer get the "You do not have a pet" message when doing /pet hide
Fixed: You can now open up the pet options window on non combat pets
Fixed: The correct name should now be displayed in the pet options window

And probably some other pet stuff I am forgetting
With the addition of SummonCosmeticPet the only pet type left to do is dumbfire pets.

Here is an example of how a pet script should be set up now.

Code: Select all

function cast(Caster, Target)
	SummonPet(Caster, 340083)

end

function remove(Caster, Target)
	pet = GetPet(Caster)
	if pet ~= nil then
		DismissPet(pet)
	end
end
You want to make sure the GetPet() matches the SummonPet(), so for a deity pet you would use SummonDeityPet() and GetDeityPet()

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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Thu May 23, 2013 9:16 pm

Fixed some issues with cosmetic pets, also went through all pet functions and some of my newer lua functions and made them more user friendly and to utilize the lua_interface->LogError() to give reasons why the function did not work.

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Re: Implementing Pets (0.7.2)

Post by Flunklesnarkin » Fri Jul 19, 2013 12:08 pm

Still encountering the Tellurian Recruit pet issue on Conjuror.

It shows the icon like the spell is active I just don't see the pet anywhere.


Is the Tellurian Recruit the only Conjuror pet that doesn't work properly? If the other pets work I'll just grind it out until I get an upgrade and keep on playing. Otherwise it's time to reroll :shock:

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Re: Implementing Pets (0.7.2)

Post by thefoof » Fri Jul 19, 2013 2:04 pm

Flunklesnarkin wrote:Still encountering the Tellurian Recruit pet issue on Conjuror.

It shows the icon like the spell is active I just don't see the pet anywhere.


Is the Tellurian Recruit the only Conjuror pet that doesn't work properly? If the other pets work I'll just grind it out until I get an upgrade and keep on playing. Otherwise it's time to reroll :shock:
It's more likely the spell just never got setup on EQ2TC, I can take a look at it. If it's just db entries shouldn't be any problem for me to do but if it needs a script that isn't on EQ2TC someone who can access that box will have to do it.

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Re: Implementing Pets (0.7.2)

Post by John Adams » Fri Jul 19, 2013 3:59 pm

thefoof wrote:but if it needs a script that isn't on EQ2TC someone who can access that box will have to do it.
You should have access to EQ2TC. There is a C:\svn folder where the code and scripts live, and a batch file on the desktop "UpdateServer.bat" that will copy scripts and structs stuff from C:\svn to C:\EQ2TC --
UpdateServer.jpg
That said, however... until we switch DB Project stuff over, there's no point in fixing EQ2TC, since the data will be replaced anyway. Now that I have some time to look into this stuff, I might finally get something done I've promised since January ;)
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Re: Implementing Pets (0.7.2)

Post by Flunklesnarkin » Fri Jul 19, 2013 5:15 pm

ahh, so it's fixed just no implemented yet?

I just tried a necro and the necro pet "Undead Knight" had the same issue.

Gonna hold off on playing the pet classes for now.

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Re: Implementing Pets (0.7.2)

Post by thefoof » Fri Jul 19, 2013 5:18 pm

Correct, the pets system should work but the content side just hasn't been filled out with the correct data for the spells yet. After we move DB project data over I'll try to work on that, and set up a tradeskill instance to test that as well.

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