Spell Issues
- xinux
- Team Member
- Posts: 680
- Joined: Wed Mar 10, 2010 11:10 am
- Location: Destroyer of Servers
Re: Spell Issues
I don't think they currently replace the lower level one right now in the EMU.
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)
EQ II - Build=4412 (RoK) - Build=5122 (TSO) - Build=6118 (SF) - Build=7628 (DoV) - Build=8295 (Aod)
- thefoof
- Retired
- Posts: 630
- Joined: Wed Nov 07, 2012 7:36 pm
- Location: Florida
Re: Spell Issues
You never actually lose the lower spell tiers, live will just replace them on your hotbar if you don't have a more powerful version (if you have a master for instance it might not get replaced by an apprentice of the next tier). There is a filter for "Max Level Only" in the knowledge book that will filter anything that isn't the highest tier you have.John Adams wrote:I thought I came up with a scenario, but then it occurred to me that 'spell lines' replace each spell when you get the next line, right? Kinda like you do not have Heal I, Heal II, Heal III apprentice, journeyman, master all in your spell book/bars at the same time... right? If so, that would be the only obvious linked timers we'd need, and could probably handle that programmaticly vs having to manually tie them all together with IDs.
I think where the IDs would be needed are some AA abilities, wardens for example can get melee versions of their spells through AA, which share timers with the spells, but with different names.
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Spell Issues
They don't remove the older versions on live but they are hidden by default. You can change options in the spell book to show all spells, that is how I did the spell collects in CoE beta.
EDIT: foof beat me to it.
EDIT: foof beat me to it.
-
Jabantiz
- Lead Developer
- Posts: 2912
- Joined: Wed Jul 25, 2007 2:52 pm
- Location: California
Re: Spell Issues
Found and fixed a crash bug where if you had a spell in your queue and kill your target it could cause a server crash.
I tried reproducing this last night and failed. Did this get fixed with recent changes or is it still happening? (I tested with a monk and combat arts, work the same as spells though)KhaineGB wrote: That means you can basically cast the spell, and then cast it again IMMEDIATELY. As mentioned, this only seems to happen if the spell is under reuse and the character goes out of combat. During combat, it works as it should.
Who is online
Users browsing this forum: No registered users and 0 guests