Task: Identifying Spell Effects

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John Adams
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Task: Identifying Spell Effects

Post by John Adams » Fri May 14, 2010 11:42 am

What we need here is someone to get into our server, and start mapping every Ability/Spell/Art/Tradeskill/etc to a valid visual effect so our spells look more realistic. Right now, most are a generic effect - but I'd like to see us using the proper effects come the next database release.

What I mean by this is log into TessEQ2 (or any server hosting our released database), and start typing:

/useability 1 (note the effect)
/useability 2 (note the effect) etc...

all the way up to our current max spell effect id of 2335. Now you do not have to type 2,335 effects commands one at a time. You can also load up our database, look into the spell_reference_effects table, and if you know the class/spell name, you might be able to minimize the number of effects to test for a given spell.

Example: Paladin's Righteous Blow -
  • We know this is a Paladin spell, so we can start by limiting our possible effects to type 'Paladin'. Run the query:

    Code: Select all

    SELECT * FROM reference_spell_effects WHERE name RLIKE 'paladin';
    and note what shows up:
    spell_effects.jpg
    See how the list shows "righteous_blow_tiered"? That would be the first one to try :)

    So in game you would type:
    /useability 1818

    See if the effect matches what effect you see if you cast this spell in EQ2 Live, and if so, start building your list!
You can make your list any way you like, but please at least include our Spell ID (not sony's), the spell by it's >exact< name + the effect ID above:

Code: Select all

100013, Righteous Blow, 1818
Alternately, you can join the Content Design team and input your findings directly into our Spells tables using our DB Editor.


This is a HUGE task, so many volunteers would be welcome to take this on. Remember, this is only identifying the spell effect, not setting up the entire spell to be functional.
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Zcoretri
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Re: Task: Identifying Spell Effects

Post by Zcoretri » Fri May 14, 2010 2:51 pm

John, what I've been doing lately is to run the collector and cast spells/CA's over and over. I then go through the log files and get the visual effect number. So if we can just some people to do some collects with all the different classes of toons and send me the logs, I can then extract the visual effect numbers.

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Eradani
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Re: Task: Identifying Spell Effects

Post by Eradani » Fri May 14, 2010 7:39 pm

by over and over, how many do you mean? would 10 times with a sufficient pause be enough?
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Re: Task: Identifying Spell Effects

Post by Zcoretri » Fri May 14, 2010 8:11 pm

At least 5 times of the spell/ca should be sufficient...I know some have long timers so you may not be able to do multiple casts of those.

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Re: Task: Identifying Spell Effects

Post by Eradani » Sat May 15, 2010 7:56 am

well, i got troub done. took < 3 hrs from char create to upload done. have my guild hall on testcopy set up with training dummy so there's less extraneous noise and don't have to run around looking for mobs. also did the 1-80 research assistant.

i'm 99.9% sure that i won't be able to get a "good" char into my TD guild hall and i'm fairly sure i don't want to go through betrayal to get an evil ranger.

edit: must have been asleep still before. only took 90 min for dirge.

i'm not doing AAs - i'm thinking there must be an easier way to get this info as there's at least one AA preview site
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Re: Task: Identifying Spell Effects

Post by John Adams » Sat May 15, 2010 9:40 am

Zcoretri, when did Spell Effects ID start showing up in our logs? I thought that was something we could not determine.

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Re: Task: Identifying Spell Effects

Post by Zcoretri » Sat May 15, 2010 10:05 am

John Adams wrote:Zcoretri, when did Spell Effects ID start showing up in our logs? I thought that was something we could not determine.
They have always been there. The problem has been trying to parse that data out, so that is why I do it manually.

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Re: Task: Identifying Spell Effects

Post by Eradani » Sun May 23, 2010 8:07 am

Keeping things in the proper place...

I got effects for spells / cas for the following classes before my eyes went buggy.

dirge, troubador, inquisitor, fury, warden, coercer

There are a few missing as I was using test dummies in a guild hall and had noone to rez and couldn't charm the dummies. I also bought all the class fun spells and recorded their effects.

These toons were on testcopy and buffed to 80.

Hope this info helps.
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John Adams
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Re: Task: Identifying Spell Effects

Post by John Adams » Sun May 23, 2010 8:09 am

Every little bit helps, and every herculean effort is more appreciated than there are words for!

People like you, keep us going :) Thank you again for your interest. Just don't burn out! ;)

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Re: Task: Identifying Spell Effects

Post by Eradani » Sun May 23, 2010 8:30 am

John Adams wrote:Just don't burn out! ;)
I was burning out - or my eyes were. I found myself just doing anything - even the dishes - to avoid this task and I had to stop and just admit I couldn't do anymore. The coercer really finished me off. Too bad I hadn't done the melee types first instead of just going down the list.
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Re: Task: Identifying Spell Effects

Post by John Adams » Mon May 24, 2010 7:43 am

While I may always sound like I need data riiiiighttt nowwww yesterday now now now!!!11 getting the data is not nearly so important as to burn out our collectors. It is great the way you are doing it, getting all of a particular class in one (or a few) concentrated logs... but it doesn't all have to be done in a day for sure ;)

Keep it fun, keep it real, cuz now that we've found you, we don't want to lose you ;)

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