Designing Spells

Creating the Spells and Abilities for EQ2Emulator

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thefoof
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Re: Designing Spells

Post by thefoof » Tue Jan 21, 2014 10:25 pm

Changed: you can now cast more than one instance of a spell safely
Changed: spells with a duration will now overwrite old ones from the same caster only, this also should remove the old maintained spell from caster if the remaining targets == 0
Fixed: most instances of old spawn pointers in spellprocess should be fixed
Added: basic support for maintained spell targets in charsheet
Added: 2 new proc types, kill and death
Changed: added luaspell to most places we store spell effects
Fixed: values which should be unique per spellcast moved to luaspell from spell

Committed all of the above changes, the defines for the proc types are PROC_TYPE_DEATH = 13 and PROC_TYPE_KILL = 14, I also tweaked where this is called in killspawn so the Resurrect() lua function should work for deathsaves.

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thefoof
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Re: Designing Spells

Post by thefoof » Sat Mar 01, 2014 12:53 am

Going to start illusionists 1-20.

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Re: Designing Spells

Post by Jabantiz » Sun Mar 09, 2014 2:46 pm

AddSpellTimer is probably going to need an additional param for how many times to repeat the timer, for example a DoT proc, unless some one else can think of another way to do it. Here are 2 spells that I think will need this.

Grasp of Bertoxxulous
Boon of the Damned


Also we only have 11 classes left that need the 1-20 spells, I will probably start on a scout class soon as they seem be the farthest behind.

EDIT: Going to work on ranger

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John Adams
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Re: Designing Spells

Post by John Adams » Sun Mar 09, 2014 8:19 pm

Eeek, I apologize for not getting my portion of spells done. Things are crazy at work, my home studio projects and VGOEmu. Hoping everything calms down soon. I'm exhausted.

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thefoof
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Re: Designing Spells

Post by thefoof » Mon Mar 10, 2014 12:47 am

John Adams wrote:Eeek, I apologize for not getting my portion of spells done. Things are crazy at work, my home studio projects and VGOEmu. Hoping everything calms down soon. I'm exhausted.
No worries we know you're busy :), going to start templars next since we can handle reactives now.

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thefoof
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Re: Designing Spells

Post by thefoof » Mon Mar 10, 2014 5:09 am

Does any one have a clue what this effect means?

Increases the health of fighters in the group by 3.24 for each point of stamina

Assuming it modifies how much hp fighters get per point of sta but not sure? (Templar spell Holy Armor)

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Re: Designing Spells

Post by Jabantiz » Mon Mar 10, 2014 4:10 pm

Added support for ranged attack procs (Makeshift Arrows) and ranged attack defense, although I am not sure of any thing that would use it.
thefoof wrote:Does any one have a clue what this effect means?

Increases the health of fighters in the group by 3.24 for each point of stamina

Assuming it modifies how much hp fighters get per point of sta but not sure? (Templar spell Holy Armor)
Like you said probably 3.24hp per sta the fighter has, I have a Templar on live I can test it.

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Re: Designing Spells

Post by Jabantiz » Mon Mar 10, 2014 7:28 pm

Just checked my 29 Templar on live and Holy Armor is just a set amount.
HolyArmor.jpg
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thefoof
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Re: Designing Spells

Post by thefoof » Mon Mar 10, 2014 7:31 pm

Oookay strange, I'll remove those other effects for now then.

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Re: Designing Spells

Post by Jabantiz » Mon Mar 10, 2014 8:00 pm

Going to start on Bruiser 1-20

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Zcoretri
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Re: Designing Spells

Post by Zcoretri » Mon Mar 10, 2014 10:13 pm

thefoof wrote:
John Adams wrote:Eeek, I apologize for not getting my portion of spells done. Things are crazy at work, my home studio projects and VGOEmu. Hoping everything calms down soon. I'm exhausted.
No worries we know you're busy :), going to start templars next since we can handle reactives now.
You know I had already started Templar? You guys will probably finish before I can even finish one, lol

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thefoof
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Re: Designing Spells

Post by thefoof » Mon Mar 10, 2014 10:23 pm

Zcoretri wrote:
thefoof wrote:
John Adams wrote:Eeek, I apologize for not getting my portion of spells done. Things are crazy at work, my home studio projects and VGOEmu. Hoping everything calms down soon. I'm exhausted.
No worries we know you're busy :), going to start templars next since we can handle reactives now.
You know I had already started Templar? You guys will probably finish before I can even finish one, lol
Whoops no I didn't know that lol sorry, I got to level 12, I'll leave the rest for you. All of the spells up to that point are done except for Divine Awakening (the spell that summons rez feathers)

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Re: Designing Spells

Post by Jabantiz » Wed Mar 12, 2014 2:29 pm

I'm going to start on conjuror 1-20 today.

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Re: Designing Spells

Post by Jabantiz » Wed Mar 12, 2014 4:53 pm

Need info from some one who plays a conjuror, Defensive Haven has a ward component, does this ward regen and if so how long are the regen ticks and how much of the ward regens per tick?

EDIT:
Need the ability to add a buff to pets only (Geotic Rune), how does a new lua function sound? Thinking AddPetSpellBonus and AddPetSkillBonus, instead of modifying current AddSpellBonus functions?

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thefoof
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Re: Designing Spells

Post by thefoof » Wed Mar 12, 2014 6:54 pm

I believe for those kind of abilities the full ward amount regenerates each tick and it's every 30~ seconds or so. I actually have a conjuror I made during the free heroic toon promotion I'll pm you the info. (I don't play it)

Definitely would go with separate functions there since it's such a specific need

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