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Re: Implementing: AA/Character Traits
Posted: Sat Sep 28, 2013 1:22 pm
by Jabantiz
It sounds like there is no way to make it act like it use to be which means we will have to maintain 2 ways to spend points based on client version. Is the commands used the same (I assume this is the case) or are there new commands for the new window?
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 12:38 am
by John Adams
If this turns into an impossible task of maintaining multiple clients, it may be time to finally let the older ones go. We're already fighting a losing battle with DoV terrain in some zones being so whacked, we'd have to build 2 separate zones based on version. Not sounding fun to me.
Since keeping up with Live is a primary mission here, perhaps we stay this course and worry about "classic" stuff when we have nothing better to do.
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 8:14 am
by Zcoretri
Jabantiz wrote:It sounds like there is no way to make it act like it use to be which means we will have to maintain 2 ways to spend points based on client version. Is the commands used the same (I assume this is the case) or are there new commands for the new window?
I found several new commands it looks like to support the new window as follows...
- cancel_aa_profile
save_aa_profile
add_aa
commit_aa_profile
begin_aa_profile
back_aa
switch_aa_profile
I finally got an unhandled command in the console and it was add_aa, but I have still have not been able to figure out how to get the commit button to enable.
I also found this packet in a log
Code: Select all
-- OP_ClientCmdMsg::OP_EqChoiceWinCmd --
8/23/2013 19:03:06
69.174.200.77 -> 192.168.1.101
0000: 00 09 55 6D 01 3A A6 00 00 00 FF 8E 02 6B 00 59 ..Um.:.......k.Y
0010: 6F 75 20 6D 75 73 74 20 62 65 20 69 6E 20 62 75 ou must be in bu
0020: 69 6C 64 20 6D 6F 64 65 20 74 6F 20 61 64 64 20 ild mode to add
0030: 70 6F 69 6E 74 73 20 74 6F 20 61 20 6E 6F 6E 2D points to a non-
0040: 63 6F 6D 6D 69 74 74 65 64 20 70 72 6F 66 69 6C committed profil
0050: 65 2E 20 57 6F 75 6C 64 20 79 6F 75 20 6C 69 6B e. Would you lik
0060: 65 20 74 6F 20 73 77 69 74 63 68 20 74 6F 20 62 e to switch to b
0070: 75 69 6C 64 20 6D 6F 64 65 3F 03 00 59 65 73 14 uild mode?..Yes.
0080: 00 62 65 67 69 6E 5F 61 61 5F 70 72 6F 66 69 6C .begin_aa_profil
0090: 65 20 30 20 31 02 00 4E 6F 00 00 00 00 00 00 00 e 0 1..No.......
00A0: 00 00 00 00 00 32 00 00 00 00 00 00 01 01 00 00 .....2..........
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 10:56 am
by Jabantiz
Looking at "Live_aa_and_profile.log" after the choice window I see
OP_AdvancementRequestMsg
OP_RemoteCmdMsg
OP_UpdateCharacterSheetMsg
OP_AdventureList
No clue what the first opcode is for, not even sure if it is related to building an AA profile. The OP_RemoteCmdMsg is from clicking yes on the choice window. The character sheet seems to just be updating unassigned aa points for all categories. The struct I have for OP_AdventureList seems to be wrong in anal, or anal can't handle that many nested arrays. If it is a nested array issue does the server handle that many nested arrays?
I would assume there is an element in the adventure list or the character sheet for the current aa template, also one for if you are in build mode or not, my main concern right now is if an array within an array within an array will work in the server.
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 11:32 am
by Jabantiz
I think packet->setSubArrayData should handle up to 3 nested arrays like this packet uses but no more, so the issue is probably just in anal.
As for the packet itself a few values change before the template arrays after you enter build mode
Before build mode:
unknown77 - 2 is the only thing set and it is set to 0xFFFFFFFF
After you enter build mode:
unknown77 - 1 is 16777216 (0x01000000)
unknown77 - 2 is 1 (0x00000001)
unknown77 - 3 is 100 (0x00000064)
unknown77 - 4 doesn't change.
Also the parameters for /begin_aa_profile is 0 and 1 (1 may be for unknown77 - 2?)
unknown77 - 1 may not be an int32, I have only seen the 4th byte change and only seen it set to 1 so that may be a toggle for build mode.
These are all just guesses from looking over the packets though, not sure how much of this you may have figured out already.
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 12:55 pm
by Jabantiz
This had the commit button enabled for me with the latest live client
Code: Select all
packet->setDataByName("unknown77", 16777216 , 0);
EQ2_000049.jpg
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 5:24 pm
by John Adams
FYI Zcoretri, don't spend a huge amount of time inserting spells data for AA's. I am on the brink of success with the SOE Data parser, and should have 49,000+/- spells collected hopefully tonight. Still dealing with SOE's horribly inconsistent data API, having to hack around it sucks.
Re: Implementing: AA/Character Traits
Posted: Sun Sep 29, 2013 5:39 pm
by Zcoretri
John Adams wrote:FYI Zcoretri, don't spend a huge amount of time inserting spells data for AA's. I am on the brink of success with the SOE Data parser, and should have 49,000+/- spells collected hopefully tonight. Still dealing with SOE's horribly inconsistent data API, having to hack around it sucks.
OK...i will stick with what I have for developing.
Re: Implementing: AA/Character Traits
Posted: Fri Nov 22, 2013 9:39 pm
by John Adams
Z'man... why you never on IRC anymore? No ZBot
Have you tried Character Development screen with the current client? I can't seem to get anything to show up (Traits). All my group values are 0, and my tier is 1 (some have a tier 2 or more, too). Am I missing something?
traits.jpg
This should be the trait "Agile". Look it up in the Spells editor if you want to check my settings.
Re: Implementing: AA/Character Traits
Posted: Sat Nov 23, 2013 9:17 am
by Zcoretri
I have not tried current client. I will give it try today if I get home at decent time, I am working today.
Re: Implementing: AA/Character Traits
Posted: Wed Nov 27, 2013 4:47 pm
by Zcoretri
Finally got time to test this, and yes the character development loaded up in the latest client. The only thing I saw is an issue with icons for the master trainings were FUBAR.
Try putting a 1 in the IsInate column and set either the class column or race column to something to whatever class/race you are testing with, that will place it in the Innate Abilities part.
If IsInnate is set to zero, set a value for the group column.
Setting the group number will place it into one of these categories
Code: Select all
#define TRAITS_ATTRIBUTES 0
#define TRAITS_COMBAT 1
#define TRAITS_NONCOMBAT 2
#define TRAITS_POOLS 3
#define TRAITS_RESIST 4
#define TRAITS_TRADESKILL 5
Don't remember what client it was they dropped character traits where we had 255 set for class and race (meaning every character got the trait).
Hope that explains things. Jabantiz may have extra insight as he did the implementation of traits, I have just been trying to keep it up-to-date with current clients.
Re: Implementing: AA/Character Traits
Posted: Thu Jan 02, 2014 9:39 am
by Zcoretri
Zcoretri wrote:John Adams wrote:FYI Zcoretri, don't spend a huge amount of time inserting spells data for AA's. I am on the brink of success with the SOE Data parser, and should have 49,000+/- spells collected hopefully tonight. Still dealing with SOE's horribly inconsistent data API, having to hack around it sucks.
OK...i will stick with what I have for developing.
John...now that we have spell data for everything, I am circling back around and entering data for Traits, Traditions and Trainings that we hopefully can put on the patcher.
Re: Implementing: AA/Character Traits
Posted: Tue Jan 21, 2014 10:14 am
by Zcoretri
Zcoretri wrote:
John...now that we have spell data for everything, I am circling back around and entering data for Traits, Traditions and Trainings that we hopefully can put on the patcher.
Still working on this, but to update...I have built SQL queries for all of these that we can hopefully put into the DB patcher at some point. Only issue I see right now is all of these have to have their `is_active` flag set or you get a ton of red text spammed in the console.
Also, I have re-worked loading the AA trees using the data from SOE that John gathered. Still working out some issues with them, but it looks like everything is loading up nicely

Re: Implementing: AA/Character Traits
Posted: Tue Jan 21, 2014 4:07 pm
by John Adams
Zcoretri wrote:I have built SQL queries for all of these that we can hopefully put into the DB patcher at some point.
Can these not be updated via the DB Editor, spells editors?
Zcoretri wrote:Only issue I see right now is all of these have to have their `is_active` flag set or you get a ton of red text spammed in the console.
This should be simple if the spell ID's are identifiable.
Zcoretri wrote:Also, I have re-worked loading the AA trees using the data from SOE that John gathered. Still working out some issues with them, but it looks like everything is loading up nicely

By chance will this data use the SOE tables I created, or are you moving the data into the existing Spells tables? If the former, it would be easiest to update the data live... should we ever need to update, that is. I was almost willing to flatten Spells for this purpose, til I saw how many rows it would be

Re: Implementing: AA/Character Traits
Posted: Wed Jan 22, 2014 11:51 am
by Zcoretri
John Adams wrote:Zcoretri wrote:I have built SQL queries for all of these that we can hopefully put into the DB patcher at some point.
Can these not be updated via the DB Editor, spells editors?
No, I am talking about filling up the spells_traits table with this data.
John Adams wrote:Zcoretri wrote:Only issue I see right now is all of these have to have their `is_active` flag set or you get a ton of red text spammed in the console.
This should be simple if the spell ID's are identifiable.
The ID's will be in the spells_traits table
John Adams wrote:Zcoretri wrote:Also, I have re-worked loading the AA trees using the data from SOE that John gathered. Still working out some issues with them, but it looks like everything is loading up nicely

By chance will this data use the SOE tables I created, or are you moving the data into the existing Spells tables? If the former, it would be easiest to update the data live... should we ever need to update, that is. I was almost willing to flatten Spells for this purpose, til I saw how many rows it would be

I am using the SOE tables you created, so yes it should be easy peasy to stay updated
I did have to create a new table to correlate a class ID's with tree node ID's to get this to work.