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Re: Character Traits
Posted: Wed Oct 10, 2012 9:13 pm
by John Adams
ZCORETRI
READ ME!!!

I was looking over your LUA's for Traditions, and they look totally awesome man. Really good work there.
Now, please submit your Spells data to back them up

If Steve is still looking for something to do, helping write those scripts or DB inserts would go a long way to getting these done and out of your hair. I'm hoping if the Script is done, the DB entries exist somewhere too ??
PS: I am thinking there are some redundancies in the 500,000 range compared to the 1,000,000 range (look up Tasty Things, spell_id's 514008 and 1000120). Pretty sure there aren't supposed to be 2 of them.
Re: Character Traits
Posted: Wed Oct 10, 2012 9:35 pm
by Jabantiz
I am at a loss on why only part of the trait packet seems to be updating the window. Will have to do some more time consuming tests tomorrow to see if the packet is not being sent properly as well as dig through 1096 logs again to see if there is something I missed.
Re: Character Traits
Posted: Mon Jan 28, 2013 5:48 pm
by Zcoretri
I have coded support for the focus effects in the Traits window. There seems to be something wrong in how I am sending the packet to the client, because the first three are showing default icons, and only 12 of the 15 Focus Effects are displaying.
So Jabantiz, when I get this committed, could you please check it out when you get a chance?
I will be providing some queries here for sample spell/trait data to work with.
Re: Character Traits
Posted: Mon Jan 28, 2013 7:13 pm
by Jabantiz
I will take a look at it as soon as I am able.
Re: Character Traits
Posted: Mon Jan 28, 2013 7:44 pm
by Zcoretri
Code has been committed...
Here are some sql queries for testing Jabantiz
Re: Character Traits
Posted: Fri Feb 01, 2013 10:59 pm
by Jabantiz
Zcoretri wrote:I have coded support for the focus effects in the Traits window. There seems to be something wrong in how I am sending the packet to the client, because the first three are showing default icons, and only 12 of the 15 Focus Effects are displaying.
The sql provided has all icons/icon types as 0 so all my focus effects showed the default icon, as for the 12 of 15 I had 13 of 15, it ended up being the "index" variable, it is reused several times through out that function so before it is used in a new array it needs to be reset to 0 before the array. Also the spell id should go in focus_spell_crc and not into focus_unknown3. All code commited to dev svn.
Re: Character Traits
Posted: Sun Feb 03, 2013 9:58 am
by Zcoretri
Thanks for checking it out. I wasn't sure where the spell ID was supposed to go because they were both int32. Should we change the element name from focus_spell_crc to focus_spell_id?
I see about the index now, it wasn't getting set back to 0 before the start of the next group.
Re: Character Traits
Posted: Sun Feb 03, 2013 1:58 pm
by Jabantiz
I think focus_spell_id would be a better name. Also the first 2 elements might have something to do with selecting and already selected items but wasn't able to figure them out in the time I had.
Re: Character Traits
Posted: Sun Mar 31, 2013 5:51 pm
by John Adams
Btw, I merged AA Development thread into this original Character Traits thread so I can find everything in 1 place
Re-titled this thread as well.
Re: Implementing: AA/Character Traits
Posted: Fri Aug 23, 2013 10:55 pm
by Zcoretri
Created Rules for the following:
- MaxAA
MaxClassAA
MaxSubclassAA
MaxShadowsAA
MaxHeroicAA
MaxTradeskillAA
MaxPrestigeAA
MaxTradeskillPrestigeAA
Implemented loading assigned and unassigned points for AA's from the DB
Changes to the character_details table to support the above.
Code has been committed.
EDIT:
getting this error trying to do a data update to commands table on this query
Code: Select all
UPDATE `commands` SET `handler`=310 WHERE `command`='achievement_add';
Code: Select all
SQL ERROR [ mysqli ]
Duplicate column name 'tmp_data_timestamp' [1060]
An SQL error occurred while fetching this page. Please contact the Board Administrator if this problem persists.
Re: Implementing: AA/Character Traits
Posted: Sat Aug 24, 2013 12:26 am
by John Adams
Nice work, Z. Command has been committed.
Re: Implementing: AA/Character Traits
Posted: Tue Sep 24, 2013 8:13 am
by Zcoretri
Kind of hit a brick wall here so I am looking for a little assistance.
First problem I am having is with examines. I have got mouse overs to work now in latest client, but my issue is it is popping up a second window ALL the time. I checked live, and it should only popup a second window if there is a point spent in that AA. I have been unable to figure out how to suppress that second window from popping up, both in the mouse over and right-click examine.
Second problem is with right-click examine, it is not displaying the correct info for the spell and for the life of me I cannot figure out why.
EDIT: Figured out what I was doing wrong here
Third problem is selecting an AA and adding points in the latest client. SOE changed it to where you enter a 'BUILD' mode. I am having trouble figuring out how to get the commit button to enable.
I have another issue, but I want to tackle these first.

Re: Implementing: AA/Character Traits
Posted: Wed Sep 25, 2013 6:07 pm
by Zcoretri
Zcoretri wrote:
Third problem is selecting an AA and adding points in the latest client. SOE changed it to where you enter a 'BUILD' mode. I am having trouble figuring out how to get the commit button to enable.
Made some progress on this...but still no button

Re: Implementing: AA/Character Traits
Posted: Fri Sep 27, 2013 11:07 am
by Jabantiz
Do you have some sample data that uses the new spells on content svn? Also not sure what this "build" mode is, haven't played live at all since the changes, will try to play around with it tonight (both live and emu).
Re: Implementing: AA/Character Traits
Posted: Fri Sep 27, 2013 10:30 pm
by thefoof
To expound on how the new window works, you basically can save multiple profiles. You change the profile you're either building or using with the dropdown box in the top right corner under the achievement xp bar.
You get a prompt to enter "build mode" when trying to spend a point, after this you can keep adding points without the annoying old confirm box per point. The commit button changes to a save button. Clicking the save button only saves the template, it doesn't switch your AA build.
Clicking the commit button while it says commit will allow you to cast a spell (like a 10 second cast time) to change your spec over to the new selected template. Cancelling all maintained spells like the old respecs would do.
Also ditto on the data thing, the data from the db updater isn't working right for me, not sure if it's that or we're missing a struct you have
