activeate spells 1000000-2009999

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Ememjr
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activeate spells 1000000-2009999

Post by Ememjr » Mon Apr 22, 2019 3:52 am

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

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Re: activeate spells 1000000-2009999

Post by Cynnar » Thu Apr 25, 2019 2:52 pm

Done
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

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Re: activeate spells 1000000-2009999

Post by Ememjr » Thu Apr 25, 2019 3:11 pm

omg thanks so much, now tell me this how did you figure out the script lol

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Re: activeate spells 1000000-2009999

Post by Cynnar » Thu Apr 25, 2019 3:20 pm

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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Re: activeate spells 1000000-2009999

Post by Ememjr » Thu Apr 25, 2019 3:26 pm

sweet i am proud of you that you figured that out

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Re: activeate spells 1000000-2009999

Post by Cynnar » Thu Apr 25, 2019 3:28 pm

You do know that three are no spell scripts for these yet, right?
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

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Re: activeate spells 1000000-2009999

Post by Ememjr » Thu Apr 25, 2019 3:44 pm

yes but a missing spell script does not crash the server
or does it?

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Re: activeate spells 1000000-2009999

Post by Ememjr » Thu Apr 25, 2019 3:46 pm

did you reboot after they were loaded?
if not ill reboot realquick since the server is deadlock already

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Re: activeate spells 1000000-2009999

Post by Cynnar » Thu Apr 25, 2019 3:50 pm

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.
[ 01000011 01111001 01101110 01101110 01100001 01110010 ]

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Re: activeate spells 1000000-2009999

Post by John Adams » Fri Apr 26, 2019 6:46 pm

You should not Activate unfinished spells. That's the reason for the Active flag :mrgreen:

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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