Designing Spells

Creating the Spells and Abilities for EQ2Emulator

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Jabantiz
Lead Developer
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Re: Designing Spells

Post by Jabantiz » Sat Jun 07, 2014 2:23 pm

Skill ID's are based on the DB and could be different per server so the preferred way is to use GetSkillIDByName(), it may not work in your script because of OffSkillAmts is never defined, looks like you wanted SkillAmt, of course you could just change SkillAmt to OffSkillAmts
function cast(Caster, Target, Stats, DefSkills, OffSkillAmts)

AddSpellBonus(Target, 0, Stats)
-- Increases Slashing, Piercing and Crushing of caster.
AddSkillBonus(Target, GetSkillIDByName("Slashing"), OffSkillAmts)
Also yes float is a decimal.

Good job so far, you seem to be learning fast. I will also add damage type to the list of reference tables I need to make on the wiki.

EDIT: Damage Types

Dello0000
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Re: Designing Spells

Post by Dello0000 » Sat Jun 07, 2014 4:25 pm

Jabantiz wrote:Skill ID's are based on the DB and could be different per server so the preferred way is to use GetSkillIDByName(), it may not work in your script because of OffSkillAmts is never defined, looks like you wanted SkillAmt, of course you could just change SkillAmt to OffSkillAmts
I'v only been learning about 24h if you cut out sleeping, smoke breaks and so on. So i really have no actual idea of how to code yet, I'm basically splicing code from 1 spell with the effects i want into another spell with maybe effects from another spell in there too.

I have managed to do a few spells now, All active combat arts that the gardian gets from now on should be working 100% (Apart from heroic op) think there's about 5 that go all the way to lvl 100, but they were only missing data (used tooltip numbers) so it was already layed out for the info to get put in. But when it comes to actual spells that don't have a lua script or have a complex one that's where i get stuck. For instance, if you take a look at http://eq2emulator.net:9301/eq2db/edito ... tab=spells it should work? or at least in my mind it seems ok, but it will not cast the spell in-game for some reason.

If you were to make sure the lua scripts were there for all guardian tier 1 arts i could fill in the rest with the tooltip and or live data until all the guardian spells are finished.
Maybe just looking at the lua one day will make it all "click" but when it comes to complex scripts with multiple parameters that i don't understand it becomes confusing and i just end up clogging up the forums with questions lol.

[EDIT] Are those damage types all of them? Whats [ID 13]? Used Here:
http://eq2emulator.net:9301/eq2db/edito ... spell_data
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

Dello0000
Posts: 175
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Re: Designing Spells

Post by Dello0000 » Sat Jun 07, 2014 4:39 pm

http://eq2emulator.net:9301/eq2db/edito ... tab=spells

Yeah if you get time please just go make good fixy casty spell hahaha. Code the before and after so i can see what you changed and any other bit you changed as well. hopefully learn something from it because I'm getting to the stage of confusion where I'm forgetting who and where i am! Are these MY legs?!

[EDIT] For some spells there's the same damage for all apprentice levels, so App I through III are all lets say 10-20 dmg then jumps up to 15-30, so im splitting the difference and staggering the jump if that's ok? I know it wont match live exactly, but if the App I and Journeyman are live data then it should be fine right?

Code: Select all

App I - 10 - 20
App II - 10 - 20
App III - 10 - 20
Journ I - 15 - 30
Becomes

Code: Select all

App I - 10 - 20
App II - 11 - 24
App III - 13 - 27
Journ I - 15 - 30
Or something like that, I meen its not perfect but its better than having basically redundant and useless app II and app III spell books.
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

Dello0000
Posts: 175
Joined: Fri May 30, 2014 9:18 am
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Re: Designing Spells

Post by Dello0000 » Sat Jun 07, 2014 5:19 pm

I know, triple posting like a boss! But iv fixed the Forward Charge buff. I was looking at it while i took a break from another combat art line and it clicked.

Anyway ill continue Gut Kick tree and the Forward Charge tree tomorrow now that the first ones are working. Yay learning's :p
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: Designing Spells

Post by Jabantiz » Sat Jun 07, 2014 6:20 pm

Damage type 13 is melee, updated the list. I believe this is one that the combat art will match the damage type of your current weapon.

I am also trying to do a spell script tutorial just swamped with so much stuff lately, will hopefully get to it in the next few days.

Dello0000
Posts: 175
Joined: Fri May 30, 2014 9:18 am
EQ2Emu Server: MHM Laneth
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Re: Designing Spells

Post by Dello0000 » Sun Jun 08, 2014 2:52 am

No rush for the tutorial, there's a lot of low skill scripts i can do, direct dmg ect, ill get cracking with the guardian some more.
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

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