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Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Post
by Gangrenous » Tue May 07, 2019 9:33 am
Regarding this prior post
https://www.eq2emulator.net/phpBB3/view ... xhp#p33640
Could someone please make this change. If we send a character sheet change, it fixes it.
LuaFunctions.cpp around 1273
Code: Select all
int EQ2Emu_lua_SetMaxHP(lua_State* state){
if(!lua_interface)
return 0;
Spawn* spawn = lua_interface->GetSpawn(state);
sint32 value = lua_interface->GetSInt32Value(state, 2);
lua_interface->ResetFunctionStack(state);
if (spawn && spawn->IsEntity() && value > 0)
((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_HEALTH, value - spawn->GetTotalHP());
if (spawn->IsPlayer())
((Player*)spawn)->SetCharSheetChanged(true);
return 0;
}
Resident Dirty Hippy
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Jabantiz
- Lead Developer
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- Location: California
Post
by Jabantiz » Tue May 07, 2019 12:29 pm
Committed this change.
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Ememjr
- Team Member
- Posts: 975
- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Post
by Ememjr » Tue May 07, 2019 2:34 pm
any idea when the compile will be fixed, or is it
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Post
by Jabantiz » Tue May 07, 2019 3:59 pm
I just checked and my connection was refused so no clue when it will be back.
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Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Post
by Gangrenous » Tue May 07, 2019 5:21 pm
What is the issue anyway? I hear bits and pieces.
Resident Dirty Hippy
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Post
by Jabantiz » Tue May 07, 2019 6:09 pm
Currently ssh is refusing connections so we can't remote connect to the server at this time.
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Ememjr
- Team Member
- Posts: 975
- Joined: Wed Mar 15, 2017 9:41 am
- EQ2Emu Server: Perseverance
Post
by Ememjr » Wed May 08, 2019 4:08 am
this same change should most likely be made to SetMaxPower as well in fact, any script that uses ((Entity*)spawn)->AddSpellBonus( should be following it with SetCharSheetChanged(true);
or better yet maybe the void Entity::AddSpellBonus() function should call SetCharSheetChanged(true); then none of the lua functions would have to call it any more, but i am sure there are many reasons it would not work
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Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Post
by Jabantiz » Wed May 08, 2019 4:20 pm
I would have thought that AddSpellBonus() would set the flag if it was a player and if the spell got applied but yea it would be better to put it in there then having it scattered across multiple lua function.
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Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Post
by Gangrenous » Wed May 08, 2019 4:51 pm
I concur
Resident Dirty Hippy
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