Guardian Spells

Creating the Spells and Abilities for EQ2Emulator

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Jabantiz
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Re: Guardian "Battle Tactics"

Post by Jabantiz » Wed Jun 11, 2014 1:52 pm

Dello0000 wrote:[EDIT #2] Tick and DoT scripts are different, DoT has Tick, Script only has Tick but the art needs DoT, Ill review it later.
DoT is a type of spell that has multiple ticks, so a DoT that damages the target every 5 sec's will call the tick function every 5 secs.

I fixed the ruin script so it should work, although I have not tested it yet.

Also I started the spell script tut but it is not complete yet, may be some what helpful for you in its current state though http://www.eq2emulator.net/wiki/index.p ... ll_Scripts

Dello0000
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Re: Guardian "Battle Tactics"

Post by Dello0000 » Wed Jun 11, 2014 2:20 pm

Jabantiz wrote:
Dello0000 wrote:[EDIT #2] Tick and DoT scripts are different, DoT has Tick, Script only has Tick but the art needs DoT, Ill review it later.
DoT is a type of spell that has multiple ticks, so a DoT that damages the target every 5 sec's will call the tick function every 5 secs.[/url]

Thank you!

Um, Instead of having the tick code in the script it can just be inserted into the "call_frequency:" under the tiers tab tho?
All the scripts iv rewrote so far (Inc DoT's) dont have any tick coding. I like to keep a clean script, less mess i have to decipher lol.

As for Ruin, I can get the damage + DoT working fine, but then i add skill changes and it either works (But its not in the right order) or breaks it.
I think iv gone at it about 20+ times and just had to call it a day. Its down to that bloody damage over times min/max values. I dunno how to code it. I took the script from another skill that had DD + Skill change + DoT But the DoT in question was just a non random value. Id have had it fixed a while ago but i cant seem to get the DoT to randomize without breaking everything.

[EDIT] "The tick function is called when a spell needs to apply multiple effects" Dot obv, but would several non damage effects need this? Skill increase for example, Iv noted having skill changing code AFTER damage code doesn't work, Would it work if it had tick? Or, let me come at another way, If i was doing a direct damage, followed by skill changes and then followed by a DoT, Would i need:

Code: Select all

DD
tick
Skill change
tick
DoT
Or in this case would it be better to follow each main code by "end" then at the end of those three have two end's? LOL i know im still not very good, im surprised iv done anything thus far, im fairly sure most of this is just a fluke hahaha.

(Side note) Im not sure if this will be helpful but what would help me and anyone else starting out would be more templates and a tutorial on "stitching" various templates together.
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

Jabantiz
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Re: Guardian Spells

Post by Jabantiz » Wed Jun 11, 2014 2:27 pm

call_frequency is how often the tick function will be called. If you want it to do something you have to have the tick function, it is unique code only called when a tick is triggered, if you don't have that function then nothing will happen.

Also you can only have 1 of each function, I noticed in ruin you had 2 or 3 cast functions, only 1 will ever be called and the others ignored.

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Re: Guardian Spells

Post by Dello0000 » Wed Jun 11, 2014 2:38 pm

Jabantiz wrote:call_frequency is how often the tick function will be called. If you want it to do something you have to have the tick function, it is unique code only called when a tick is triggered, if you don't have that function then nothing will happen.

Also you can only have 1 of each function, I noticed in ruin you had 2 or 3 cast functions, only 1 will ever be called and the others ignored.
Didn't know about the 1 function only thing.
Just looked at your Ruin re-script, seems fine, ill test it and if all is well get all the data in.

One thing i can see is the damn DoT's code lol. DotType, MinVal, MaxVal is what gets put in with the DoT template and is what i was using. It seems it should have been DoTMin, DoTMax.
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

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Re: Guardian Spells

Post by Dello0000 » Wed Jun 11, 2014 2:50 pm

Yeah, no characters on the dev server so i cant test anything. New char name is Guard if you wanna move him to the dev server. Thanks and sorry, dunno what happened :s
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

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Re: Guardian Spells

Post by John Adams » Wed Jun 11, 2014 3:00 pm

I do not know why the world keeps crashing multiple times a day lately. We went months without crashes. Maybe we've reached a limit to how much LUA crap can be happening at once. Meanwhile,
14:57:57 E LUA : Error loading cannot open Inactive (re-link or create).lua: No such file or directory (file name: 'Inactive (re-link or create).lua')
This happens when a "spells" tab is saved before a script is linked. I'll try fixing it in Editor tonight.
14:58:00 E LUA : Error loading Spells/Fighter/Warrior/Berserker/HeadCrush.lua:17: attempt to call global 'SpellDamage' (a nil value) (file name: 'Spells/Fighter/Warrior/Berserker/HeadCrush.lua')
14:58:00 E LUA : Error loading Spells/Fighter/Warrior/Berserker/UnflinchingWill.lua:26: '<eof>' expected near 'end' (file name: 'Spells/Fighter/Warrior/Berserker/UnflinchingWill.lua'14:58:00 E LUA : Error loading Spells/Fighter/Warrior/Guardian/Plant.lua:15: '<eof>' expected near 'end' (file name: 'Spells/Fighter/Warrior/Guardian/Plant.lua')
General LUA errors when the world starts.

Jabantiz
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Re: Guardian Spells

Post by Jabantiz » Wed Jun 11, 2014 3:13 pm

I just went over and fixed all those errors, looks like there were to many end's in them.

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Re: Guardian Spells

Post by Dello0000 » Wed Jun 11, 2014 3:15 pm

John Adams wrote:I do not know why the world keeps crashing multiple times a day lately. We went months without crashes. Maybe we've reached a limit to how much LUA crap can be happening at once. Meanwhile,
14:57:57 E LUA : Error loading cannot open Inactive (re-link or create).lua: No such file or directory (file name: 'Inactive (re-link or create).lua')
This happens when a "spells" tab is saved before a script is linked. I'll try fixing it in Editor tonight.
Yeah that was/is me, Normally ill take a look at the script, see how i could fix it and then just go ahead, i remembered one of the first few i done i clicked re-link and it wiped the script so i have been saving then re-linking. Ill avoid that in future.
John Adams wrote:
14:58:00 E LUA : Error loading Spells/Fighter/Warrior/Berserker/HeadCrush.lua:17: attempt to call global 'SpellDamage' (a nil value) (file name: 'Spells/Fighter/Warrior/Berserker/HeadCrush.lua')
14:58:00 E LUA : Error loading Spells/Fighter/Warrior/Berserker/UnflinchingWill.lua:26: '<eof>' expected near 'end' (file name: 'Spells/Fighter/Warrior/Berserker/UnflinchingWill.lua'14:58:00 E LUA : Error loading Spells/Fighter/Warrior/Guardian/Plant.lua:15: '<eof>' expected near 'end' (file name: 'Spells/Fighter/Warrior/Guardian/Plant.lua')
General LUA errors when the world starts.
Iv unlinked the problem scripts and restarted the world, shouldn't be any more :p

Also i think the mass crashes are because you'v let some brain dead monkey lose on the spells LOL... Amateurs!
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

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John Adams
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Re: Guardian Spells

Post by John Adams » Wed Jun 11, 2014 3:18 pm

off topic, try not using the restart for the evening. I have world in Debug, so go about your business breaking things. We need to figure out the problem, and it never seems to happen anywhere but my server :roll: so let's see if we can catch it.

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John Adams
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Re: Guardian Spells

Post by John Adams » Wed Jun 11, 2014 3:21 pm

John Adams wrote:it never seems to happen anywhere but my server
*coughbullshitcough*

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Re: Guardian Spells

Post by John Adams » Wed Jun 11, 2014 3:23 pm

btw Dello, did anyone tell you about the in-game LUA debugger?

Code: Select all

/luadebug start
I believe. You /reload spells or luasystem, you'll see the errors yourself.

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Re: Guardian Spells

Post by John Adams » Wed Jun 11, 2014 3:25 pm

Annnnnndddd
15:23:51 D LUA : Found LUA Spell Script: 'Spells/Fighter/Warrior/Guardian/Ruin.lua'
15:23:51 E Spell : SpellProcess::ProcessSpell Unable to find any spell targets for spell 'Ruin II'.
15:23:53 D Command : Player 'Dello' (6683), Command: useability
Something twisted about the Ruin II settings.

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Re: Guardian Spells

Post by Dello0000 » Wed Jun 11, 2014 3:32 pm

Didn't know about /luadebug start. Thanks lol, i wondered if there was such a thing haha.

As for ruin, im just checking through the script, seems like jabantiz has fixed it! But i need to add and change the values as it was only parchialy done due to not having a working script.
@Jabantiz It does the main damage but the DoT's first hit should be at the same time as the DD hit and it isn't. However its not a big deal, the DoT does go off after 5sec.
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

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Re: Guardian Spells

Post by Dello0000 » Wed Jun 11, 2014 4:08 pm

There's two unlinked spells somewhere, might be something iv overlooked or it might be the ones i'm working on atm. possibly the latter.

Anyway Ruin is working and all the data is in now, ill take it off the list! Thanks jaba!
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

Dello0000
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Re: Guardian Spells

Post by Dello0000 » Wed Jun 11, 2014 4:10 pm

Your updating / restarting the DBE or somethings broken.

Code: Select all

SQL Error:
Message: 	
Trace: 	

FILE: /home/eq2dev/public_html/eq2db/class/eq2.class.php
LINE: 405
CALL: eq2Cls->DBError()

FILE: /home/eq2dev/public_html/eq2db/config.php
LINE: 22
CALL: eq2Cls->__construct()

FILE: /home/eq2dev/public_html/eq2db/editors/header.php
LINE: 26
CALL: include('/home/eq2dev/public_html/eq2db/config.php')

FILE: /home/eq2dev/public_html/eq2db/editors/spells.php
LINE: 3
CALL: include('/home/eq2dev/public_html/eq2db/editors/header.php')
Query: 	
I cant see it killing the server but it may have an incorrect tooltip. Muhahaha :twisted:

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