variables.expansions
Anyone have a chart or something for the value needed for each expansion? Trying to enable classic + kunark only atm, but would need all the codes as I release expansions.
Thanks for any help. ex. Orig - 1 orig + rok - 2 orig + rok + sov - 3 |
i have'nt figure out this yet ~.~. 0 = Original witch is what i have is setup as on my server atm. But i found that it does'nt follow a set pattern or anything... e.g. 10 = New models but can't create iksar, vah shir , frogloks. Also with 10 you can't use maps or guild management feature....
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Interesting. Guess alot of trial/error is in my future.
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I used to think this was a simple bitwise 0, 1, 2, 4, 8, etc... but in all my playing around with it, it only seems to limit client "functionality" - not available zones.
Best way I found to create a "progression server" is to use zone flags, or min_status on a zone. When a player achieves progression to the next expansion, flag or bump their status + 1. Or, change the emulator code to consider this value when loading zones. =) |
Yeah, I have had to manually disable certain zones. However if you know the numbers for the enabling of each race/class, that would be very helpful. I have it set to 3 right now. It appears to let people make iksars, but not beastlords, zerkers, cats, or frogs.
Next one I'd be interested in is iksar + bst + cat. And finally, Iksar + bst + cat + zerker. Preferably the final code would exclude frogs and keep guild and map functionality, but if not possible, I can deal. Thanks |
Man gimme a bump for this one, I am also trying to figure this setting out! Any progress yet?
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I looked through the code and only see where it's grabbing the value from the database and stuffing it into a buffer. At that point it was a little hard to tell what it was doing with it.
Anyone have any experience dealing with the pBuffer section of the packet? Any helpful pointers (so to speak) to a source file that determines this would be helpful. Call graphs are kind of useless for this unfortunately. |
I have a feeling all it really does is stuff the bits into a OpCode packet somewhere, but I'm not sure where.
Which file in the source are you looking at, EvoZak? |
I really just did a find all for 'Expansions'. Since I'm totally new to the codebase and theres wasn't much docs it seemed to be a good starting point ;)
For starters eq_packet_structs.h has a couple of structs defined that seem to have something to do with Expansions. Take a look at lines 52 and 829. There are a couple of other places that have some reference to "opcodes" and such but I'm not really sure about the meanings of those. For the world.exe, in client.cpp the Client::SendExpansionInfo routine has some actual loading of the value from the database. It stores the value in the pBuffer of the application packet. The call chain appears to be SendExpansionInfo->Client::Process->several items. It does a QueuePacket but there are comments there that something is broke. For the Zone.exe, the mammoth Client::FinishConnState2 routine has another loading of the value from the database at line 6388. Here it stores the value in the player profile struct - expansions property. Interestingly, here it defaults to 0x3FF whereas in the world.exe it defaulted to 0x1FF. I can't find anywhere in the code where this value is further used beyond just retrieving it from the database. Although this could be my inexperience with the vc++ toolset (I'm a managed code dev, haven't slung c++ in years). Sorry for the long post, but you asked :) |
So I did some tinkering and here's what I have...
Code:
Exp No# = Values Enabled |
Perhaps this might help
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Quote:
However, you can modify your world server code and reject all character creation requests which are Frogloks. Furthermore, for anyone searching, please use the expansion information listed on the wiki: http://www.eqemulator.net/wiki/wikka...les#Expansions Start with 0 and add the expansion numbers you want enabled and use this final total as your variable. For example, if you want Iksar and Froglok enabled only, your expansion number would be 17. It's quite scientific! |
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