Implementing: Tradeskills
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Jabantiz
- Lead Developer
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- Location: California
Re: Implementing: Tradeskills
This use to work, not sure what would have changed to break it.
Basically the spell script should be applying a spell bonus and those should be linked to the spell so when another is cast it should apply its own spell bonus. The spells bonus should then be removed when the spell expires and the remove lua function is called.
It sounds like remove is being triggered when another spell is applied or the character sheet is not correctly grabbing all the spell bonuses anymore so you could have them it is just not displaying.
i just committed a struct update to fix the character sheet i can have character sheet open and watch themods add and disapear(early)
Basically the spell script should be applying a spell bonus and those should be linked to the spell so when another is cast it should apply its own spell bonus. The spells bonus should then be removed when the spell expires and the remove lua function is called.
It sounds like remove is being triggered when another spell is applied or the character sheet is not correctly grabbing all the spell bonuses anymore so you could have them it is just not displaying.
i just committed a struct update to fix the character sheet i can have character sheet open and watch themods add and disapear(early)
- Ememjr
- Team Member
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- EQ2Emu Server: Perseverance
Re: Implementing: Tradeskills
i was able to create a table
and add the data to it
change .log to .sql
what i do not know how to do is get the index loaded into the world
the way i did on mine was to add a ts_loc_index to mmy spelldata struct, but unsure how to get the index db file to it
Code: Select all
CREATE TABLE `eq2world7`.`spell_ts_ability_index`(
`id` INT(10) NOT NULL,AUTO_INCREMENT
`spell_id` INT(10) UNSIGNED NOT NULL,
`index` INT(10) NOT NULL,
PRIMARY KEY (`id`)
);change .log to .sql
what i do not know how to do is get the index loaded into the world
the way i did on mine was to add a ts_loc_index to mmy spelldata struct, but unsure how to get the index db file to it
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Implementing: Tradeskills
If you are loading it into the spell struct then when the server loads the spells data check the spell type (spell_book_type I believe has the value for tradeskill spells) and if it is a tradeskill spell then call a function to get the index for the current spell id.
Table was added to the DB Patcher, new minor version is 29. You must set the minor version in versions.h for the server to grab the table. Also note that the Patcher adds a drop so when you do this to your server it will nuke your data.
The data itself is content related (spell id's) so it won't go up on the patcher and I will have to manually add it after the code is committed.
Table was added to the DB Patcher, new minor version is 29. You must set the minor version in versions.h for the server to grab the table. Also note that the Patcher adds a drop so when you do this to your server it will nuke your data.
The data itself is content related (spell id's) so it won't go up on the patcher and I will have to manually add it after the code is committed.
- Ememjr
- Team Member
- Posts: 975
- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Re: Implementing: Tradeskills
have you loaded this data yet, i have committed the changes to worlddatabase(loadspells) spells.h(spell data structure) and the tradeskill packetJabantiz wrote: Thu Mar 07, 2019 6:43 pm If you are loading it into the spell struct then when the server loads the spells data check the spell type (spell_book_type I believe has the value for tradeskill spells) and if it is a tradeskill spell then call a function to get the index for the current spell id.
Table was added to the DB Patcher, new minor version is 29. You must set the minor version in versions.h for the server to grab the table. Also note that the Patcher adds a drop so when you do this to your server it will nuke your data.
The data itself is content related (spell id's) so it won't go up on the patcher and I will have to manually add it after the code is committed.
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Implementing: Tradeskills
Not yet as the table has not made it from the DB Patcher to the server yet. Did you update and commit the versions.h file with the number i posted?
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Implementing: Tradeskills
So the sql gave an error when I changed the version.h locally so i ended up manually creating the table and changing the sql on the patcher to this
I will commit the version.h and compile the server later tonight when no one is on it.
Code: Select all
CREATE TABLE `spell_ts_ability_index` (
`id` INT(10) UNSIGNED NOT NULL AUTO_INCREMENT,
`spell_id` INT(10) UNSIGNED NOT NULL,
`index` INT(10) UNSIGNED NOT NULL,
PRIMARY KEY (`id`)
)
COLLATE='latin1_general_ci'
ENGINE=InnoDB
;
- Ememjr
- Team Member
- Posts: 975
- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Re: Implementing: Tradeskills
ah no i did not, i did not relize i would have to add it to get emu to use itJabantiz wrote: Wed Mar 13, 2019 7:39 pm Not yet as the table has not made it from the DB Patcher to the server yet. Did you update and commit the versions.h file with the number i posted?
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Implementing: Tradeskills
This was committed last night btw and I added the data but it was after the server started so it will probably need a /reload spells assuming the info loads with spells, if not then a server restart
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