Spells Development - DB Milestone 2

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John Adams
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Spells Development - DB Milestone 2

Post by John Adams » Mon Aug 12, 2013 8:03 am

I have all the collected spells loaded in to the DB Project DB. Going to spend this week evaluating the migrated data to ensure it is proper before calling it good.

For each collected spell from CoE Beta, the migrate function has inserted the basic info, and fetched the current spell details/values from data.soe.com's and inserted all known tiers found.

Each spell inserted, if it did not already have a LUA script, one was created using the name of the spell (ie,. Provoke, Provoke II, Provoke III etc, all use the Provoke.lua script). The scripts are templates, and they have the "spell display effects" text written into any new ones generated (to help with script development). Example:

Code: Select all

function cast(Caster, Target)
    -- code to cast the spell
    Say(Caster, "Whoops! Guess this is not implemented yet!")

-- Info from spell_display_effects (remove from script when done)
-- Inflicts 23 - 39 slashing damage on target
-- Inflicts 10 - 12 slashing damage on target every 5 seconds
-- Decreases Slashing, Crushing and Piercing of target by 1.5

end
Now script developers can easily add the params and calculations without jumping back and forth between the editor and spell details.

The scripts also have a default "callout" the player will say if the script is not yet ready. The next phase is inserting the spell Data (LUA params), writing the scripts and discovering the visual effects. aka, the hard part.

Zcoretri! :mrgreen:
I have 378 "spells" listed in my "Traditions" collection. I would like to re-pop the data we have with this new stuff, unless you feel I should not for some reason. I looked through your scripts and most seem just shells for now, so if I do this I will likely delete them and let the migration re-create the ones it finds.

Any thoughts before I take this on?


Lastly, I am not sure about "Traits" still... I think they are the ones in the 500,000 range currently. I will double check to see if some of these 378 are in fact Traits as well as Traditions and Trainings, etc... your thoughts would be appreciated.

You can see the current list in DB Editor, Admin, Migrate Spells and chosing Traditions from the combobox.

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Re: Spells Development - DB Milestone 2

Post by John Adams » Mon Aug 12, 2013 8:26 am

Not surprisingly, there are 379 "racialtraditions" on SOE data :) Sounds like we have a fairly complete list. Here's the query I ran to see the list:

http://data.soe.com/jml/get/eq2/spell/? ... :start=300
by changing c:start= and showing 100 at a time (their max, I think) I found 379.

It does appear they mix their traits, traditions and trainings together?


Edit: Oy, I just found "alternate_advancemnt=1" spells... I may not be done yet :(

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Re: Spells Development - DB Milestone 2

Post by Zcoretri » Mon Aug 12, 2013 11:59 am

I have 378 "spells" listed in my "Traditions" collection. I would like to re-pop the data we have with this new stuff, unless you feel I should not for some reason. I looked through your scripts and most seem just shells for now, so if I do this I will likely delete them and let the migration re-create the ones it finds.

Any thoughts before I take this on?
Trait scripts are done

For Traditions:
Attributes: Scripts are done
Combat: Script are NOT done
Non Combat: Scripts are partially done
Pools: Scripts are done
Tradeskill: Scripts are NOT done
Resists: Scripts are done

If they were simple stat or skill increases I completed the script.
Up to you if you want to redo all of them, but I say a little more than half are complete?
Lastly, I am not sure about "Traits" still... I think they are the ones in the 500,000 range currently. I will double check to see if some of these 378 are in fact Traits as well as Traditions and Trainings, etc... your thoughts would be appreciated.
I think we doubled up ID's for some Traits/Traditions, some in the 500,000 and 1,000,000 range, we will need to fix that.

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Re: Spells Development - DB Milestone 2

Post by John Adams » Mon Aug 12, 2013 12:29 pm

Okay, I will investigate closer. I am finding a ton of missing data now :( which sucks, because I really thought I was done :)

The stuff I call "Traits" is the 500,000 range, and it looks like we did it by race_id * 1000 + 500,000... so race_id 1 is 501,000 - 501,999. Memory is returning now. Not that it matters, just made working with the DB Editor easier.

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Re: Spells Development - DB Milestone 2

Post by thefoof » Tue Aug 13, 2013 4:35 pm

Looks like the stats are getting loaded wrong in world somewhere now, just checked out some of the new spell data and nothing shows a range in the examine, also you can't cast anything unless it's on yourself or you /goto something (putting you at their exact location). Concentration also looks like it's loaded as savagery.
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Re: Spells Development - DB Milestone 2

Post by xinux » Tue Aug 13, 2013 7:57 pm

Also Troubadour needs to be changed to Troubador on the following scripts in the spells table..

Code: Select all

19:48:22 E LUA       : Error loading cannot open Spells/Scout/Bard/Troubadour/SandrasDeafeningStrike.lua: No such file o
r directory (file name: 'Spells/Scout/Bard/Troubadour/SandrasDeafeningStrike.lua')

19:48:22 E LUA       : Error loading cannot open Spells/Scout/Bard/Troubadour/MidnightBlade.lua: No such file or directo
ry (file name: 'Spells/Scout/Bard/Troubadour/MidnightBlade.lua')

19:48:22 E LUA       : Error loading cannot open Spells/Scout/Bard/Troubadour/Shrill.lua: No such file or directory (fil
e name: 'Spells/Scout/Bard/Troubadour/Shrill.lua')

19:48:22 E LUA       : Error loading cannot open Spells/Scout/Bard/Troubadour/BrilliantBlade.lua: No such file or direct
ory (file name: 'Spells/Scout/Bard/Troubadour/BrilliantBlade.lua')
EQ II - Build=1360 (Orig) - Build=1360 (DoF) - Build=2654 (KoS) - Build=3375 (Classic) - Build=3554 (EoF)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)

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Re: Spells Development - DB Milestone 2

Post by John Adams » Wed Aug 14, 2013 6:55 am

Fixed.

I may have also broken Harvesting on DB Project, due to my re-do of spells data. I will fix them this week once I wrap my head around the missing data from our collects.

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Re: Spells Development - DB Milestone 2

Post by John Adams » Sat Aug 17, 2013 8:00 pm

thefoof wrote:just checked out some of the new spell data and nothing shows a range in the examine, also you can't cast anything unless it's on yourself or you /goto something (putting you at their exact location)
Range is fixed. My Migrate Spells script assumed SOE data always had data, apparently it does not. Copied over the Range's we got from packet collects.

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Re: Spells Development - DB Milestone 2

Post by John Adams » Sat Aug 17, 2013 8:54 pm

In refactoring the WorldDatabase::LoadSpells function, I just noticed that min_class_skill_req value is not referenced in the code. QUESTION: Before I waste any time adding it, is this still something SOE uses? I imagine it's use is that you have to be a certain skill level in a spell skill to use it...

If SOE doesn't use it anymore, should we anyway for that oh-so-classic/custom feel?

theFoof wrote:Concentration also looks like it's loaded as savagery.
Pretty sure this is because the structs are not right for the new data. I just fixed the 57048 struct, and my Aego looks a little better.
aego.jpg
I'll see if I can fix it for 1199 client as well.
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Re: Spells Development - DB Milestone 2

Post by John Adams » Sun Aug 18, 2013 12:57 am

Okay, got savagery working in 1199 too (which did not have Dissonance) and until we see some dissonance data, we'll just leave that one alone - though both are loading into the structs now.

My Beastie has Savagery - rowr!
savagery.jpg
Not entirely sure how it works yet, so I am not planning to implement it's usage just yet.
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