Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 02-12-2015, 01:43 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

I cannot test this right now, but I believe this may resolve some of the discipline update and combat skills window issues on RoF2:


Change this line:
https://github.com/EQEmu/Server/blob...structs.h#L117

To this:
static const uint32 MAX_PP_DISCIPLINES = 300; // was 200

That is just based off of a Live PP, which has 300 Disciplines. It could be that sending only 200 is causing the client to reference 400 bytes of random memory when doing discipline updates, which might explain why the combat skills window displays a bunch of unknown spells with level 255 until you zone (and the issue gets corrected by the Player Profile).

I will test this later and see what it does. It could be that they increased it from 200 to 300 sometime after RoF2 and this may not work. Might be nice to add a #untraindiscs command as well since the only way to untrain them currently is using quest commands in scripts.

It would also probably be good to get MAX_PP_DISCIPLINES moved into eqdictionary at some point. And, switching to use the RoF2 MAX_PP_DISCIPLINES for our internal rep at some point would be good too.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #2  
Old 02-12-2015, 02:53 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,165
Default

Tested and commited.
Reply With Quote
  #3  
Old 02-12-2015, 04:19 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Quote:
Originally Posted by demonstar55 View Post
Tested and committed.
Sweet, thanks! So, I take it that the test prevented the extra unknown 255 spells from showing up in the combat abilities window after training discs on a character that didn't have any before?

Did it also allow for updating the skills list without having to zone first?

If yes to both, we can probably stick the same change on RoF1 if anyone cares to do so. Or, just have Uleat add them to eqdictionary and update the values to the new one
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:21 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3