activeate spells 1000000-2009999
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- Ememjr
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activeate spells 1000000-2009999
can somebody(JA or Cynnar) please activate all spells with spell ids listed above with a script
there are close to 3000 of them and it will take forever by hand
these are all for AA, and it deadlocks the server when you try to examine or hover over a non active spell
thanks
there are close to 3000 of them and it will take forever by hand
these are all for AA, and it deadlocks the server when you try to examine or hover over a non active spell
thanks
- Cynnar
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Re: activeate spells 1000000-2009999
Done
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- Ememjr
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Re: activeate spells 1000000-2009999
omg thanks so much, now tell me this how did you figure out the script lol
- Cynnar
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Re: activeate spells 1000000-2009999
The SQL script? I used the UPDATE spells SET is_active = 1 WHERE id between 1000000 and 2009999;
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- Ememjr
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Re: activeate spells 1000000-2009999
sweet i am proud of you that you figured that out
- Cynnar
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Re: activeate spells 1000000-2009999
You do know that three are no spell scripts for these yet, right?
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- Ememjr
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Re: activeate spells 1000000-2009999
yes but a missing spell script does not crash the server
or does it?
or does it?
- Ememjr
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Re: activeate spells 1000000-2009999
did you reboot after they were loaded?
if not ill reboot realquick since the server is deadlock already
if not ill reboot realquick since the server is deadlock already
- Cynnar
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Re: activeate spells 1000000-2009999
Did not reboot the server. Spells can be reloaded with /reload spells command. Of course since the server I'd deadlocked a reboot is required.
Dunno if the missing spell script causes a crash or not. I would not think it does.
Dunno if the missing spell script causes a crash or not. I would not think it does.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]
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- John Adams
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Re: activeate spells 1000000-2009999
You should not Activate unfinished spells. That's the reason for the Active flag
I think the worse that will happen is if someone casts the script-less spell, the console will get an error.
I'm not even sure the code ignores is_active = 0. That was just an idea I had forever ago.
I think the worse that will happen is if someone casts the script-less spell, the console will get an error.
I'm not even sure the code ignores is_active = 0. That was just an idea I had forever ago.
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