Implementing Pets (0.7.2)

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Jabantiz
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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Mon Dec 30, 2013 5:36 pm

xinux wrote:Sorry meant to version check that Health is now 1.875 in the live client for 100% according to live packets.
/sigh
I hate SOE, 0-1 was stupid imo but it made sense, 1.875 = 100% doesn't, our code does 0-1 and it seems all of those values result in 0% in the tool tip but works for the bar...

Jabantiz
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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Mon Dec 30, 2013 6:47 pm

Just tested on live client and the window does open and close on its own. I tried to get the tool tip working right with

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if (version >= 57000) {
				float hp_pct = (0.875 * info_struct->pet_health_pct) + 1;
but that didn't work, always had a value but not accurate, the odd thing is the hp bar seemed to work properly still. All attempts to get power showing when summoned has failed so far.

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xinux
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Re: Implementing Pets (0.7.2)

Post by xinux » Mon Dec 30, 2013 6:53 pm

yea best i could do was get the HP tooltip to say 100% but then would drop to 0% as soon as he took damage. I'm going to play with the other two unknowns tonight since i'm pretty sure they are the reason for the tooltip not working right..
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)

Jabantiz
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Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Implementing Pets (0.7.2)

Post by Jabantiz » Mon Dec 30, 2013 7:15 pm

1.1 = 1% in the tool tip 2.0 = 200% in the tool tip, with that code snippet I had a value at all times until the pet died but was way off, at about 95% the tool tip said 55%, ~60% was 46% tool tip.

And as I type this it hit me it might be a double and not a float now going to go test it.

Jabantiz
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Re: Implementing Pets (0.7.2)

Post by Jabantiz » Mon Dec 30, 2013 7:28 pm

Yea it is a double and it is still 0-1

Code: Select all

<Data ElementName="no_pet" Type="char" Size="32" />
<Data ElementName="unknown3a" Type="int8" Size="9" />
<Data ElementName="health_pct_tooltip" Type="double" Size="1" />
<Data ElementName="health_pct_bar" Type="double" Size="1" />
<Data ElementName="power_pct_tooltip" Type="float" Size="1" />
<Data ElementName="power_pct_bar" Type="float" Size="1" />
Still no luck on getting power bar to show

EDIT: Code and structs committed to Dev SVN

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xinux
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Re: Implementing Pets (0.7.2)

Post by xinux » Mon Dec 30, 2013 9:03 pm

Ok i got the power bar to appear on spawning now to figure how which setting did it lol.
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)

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xinux
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Re: Implementing Pets (0.7.2)

Post by xinux » Tue Dec 31, 2013 3:42 am

Jab were you going to commit the changes to fix the power bar?
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)

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xinux
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Re: Implementing Pets (0.7.2)

Post by xinux » Tue Dec 31, 2013 12:52 pm

I went ahead and committed changes for live pet's power bar.
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)

Jabantiz
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Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Implementing Pets (0.7.2)

Post by Jabantiz » Tue Dec 31, 2013 5:45 pm

Fixed the struct for 1188 clients, every thing that was implemented should work properly once again.

Also found and fixed a crash bug when a zone shuts down and there is a pet in the zone

Jabantiz
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Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Implementing Pets (0.7.2)

Post by Jabantiz » Tue Jan 07, 2014 4:57 pm

Now that I have a NPC with a pet on my server I found a crash bug when a NPC had a pet and you did a /reload spells, fix has been committed to Dev SVN.

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