Yes. Different spells will have different values for the effects and might even have additional effects.John Adams wrote:Another quickie about spell "tiers".
Are we supposed to add 1 `spells` table entry for Apprentice I - IV, Adept I - III, and Master I-II? So, 9 individual records for the same spell (Faithful Swing for instance, for Pally), just with different Tier and spell_data?
Spells structures
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Another question, this is about spell_book_type. I see in the code there are 5 constants:
SPELL_BOOK_TYPE_SPELL 0
SPELL_BOOK_TYPE_COMBAT_ART 1
SPELL_BOOK_TYPE_ABILITY 2
SPELL_BOOK_TYPE_TRADESKILL 3
SPELL_BOOK_TYPE_NOT_SHOWN 4
But in the sample Sprint ability, the spell_book_type is set to 256.
Is Sprint wrong, or are there more values in the code to be added?
Thanks!
SPELL_BOOK_TYPE_SPELL 0
SPELL_BOOK_TYPE_COMBAT_ART 1
SPELL_BOOK_TYPE_ABILITY 2
SPELL_BOOK_TYPE_TRADESKILL 3
SPELL_BOOK_TYPE_NOT_SHOWN 4
But in the sample Sprint ability, the spell_book_type is set to 256.
Is Sprint wrong, or are there more values in the code to be added?
Thanks!
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Some info, then of course, a question LOL.
I believe the SpellDamage LUA function parameter for DamageType takes one of these constant values from the code:
I am assuming it just has to be 1-C, and not the 0x01 in the DB, correct? And are these the right values we should be using?
Now the actual question
For spells like my Faithful Swing, which hits for 'x' damage, but also siphons life. How would you set that up in spell_data? I do not see a damagetype that would be used as a heal.
TIA! Going to sleep now. You get a short break, til I wake up
I believe the SpellDamage LUA function parameter for DamageType takes one of these constant values from the code:
Code: Select all
DAMAGE_PACKET_DAMAGE_TYPE_SLASH 0x00
DAMAGE_PACKET_DAMAGE_TYPE_CRUSH 0x01
DAMAGE_PACKET_DAMAGE_TYPE_PIERCE 0x02
DAMAGE_PACKET_DAMAGE_TYPE_HEAT 0x03
DAMAGE_PACKET_DAMAGE_TYPE_COLD 0x04
DAMAGE_PACKET_DAMAGE_TYPE_MAGIC 0x05
DAMAGE_PACKET_DAMAGE_TYPE_MENTAL 0x06
DAMAGE_PACKET_DAMAGE_TYPE_DIVINE 0x07
DAMAGE_PACKET_DAMAGE_TYPE_DISEASE 0x08
DAMAGE_PACKET_DAMAGE_TYPE_POISON 0x09
DAMAGE_PACKET_DAMAGE_TYPE_DROWN 0x0A
DAMAGE_PACKET_DAMAGE_TYPE_FALLING 0x0B
DAMAGE_PACKET_DAMAGE_TYPE_PAIN 0x0CNow the actual question
For spells like my Faithful Swing, which hits for 'x' damage, but also siphons life. How would you set that up in spell_data? I do not see a damagetype that would be used as a heal.
TIA! Going to sleep now. You get a short break, til I wake up
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LethalEncounter
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huh?I am assuming it just has to be 1-C, and not the 0x01 in the DB, correct? And are these the right values we should be using?
I'll need to add a new LUA function called SpellSiphon that uses the spell packet type of DAMAGE_PACKET_TYPE_SIPHON_SPELL.For spells like my Faithful Swing, which hits for 'x' damage, but also siphons life. How would you set that up in spell_data? I do not see a damagetype that would be used as a heal.
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Sorry, it was getting REAL late, and guys my age need their sleep... what I meant was, when building the spell_data for a damage spell, for one of my params do I have to enter 0x00 in `value` to say my next param is going to be a Slashing damagetype? Or do I just enter a '0'?LethalEncounter wrote:huh?I am assuming it just has to be 1-C, and not the 0x01 in the DB, correct? And are these the right values we should be using?
And if it is a Pain damagetype, would I enter 0x0C or 'C', or 12? etc...
Or, maybe I am totally off on what these values mean... I assumed when the SpellDamage lua wanted a DamageType, Damage params, I would be using one of those constants and then the amount of damage to inflict passed to SpellDamage().
Confusing? I am just getting warmed up.
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LethalEncounter
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Oh heh, no you can use decimal values for the numbers. It is just listed in hex because it was easier at the time.John Adams wrote:Sorry, it was getting REAL late, and guys my age need their sleep... what I meant was, when building the spell_data for a damage spell, for one of my params do I have to enter 0x00 in `value` to say my next param is going to be a Slashing damagetype? Or do I just enter a '0'?LethalEncounter wrote:huh?I am assuming it just has to be 1-C, and not the 0x01 in the DB, correct? And are these the right values we should be using?
And if it is a Pain damagetype, would I enter 0x0C or 'C', or 12? etc...
Or, maybe I am totally off on what these values mean... I assumed when the SpellDamage lua wanted a DamageType, Damage params, I would be using one of those constants and then the amount of damage to inflict passed to SpellDamage().
Confusing? I am just getting warmed up.
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Thanks Zco and LE.
Here's another for anyone in general. "Tiers", those spells that have upgrades from Apprentice I to II, III, etc... are there any level restrictions on learning those upgrades, or should the level match the original spell?
Meaning, my Faithful Swing Level 1 Pally spell could be Adept III, but still level 1? I do not see this info on Alla's. I was really hoping for a Lucy for EQ2 Spells (like there was for EQ), but the link only seems to offer running their collector or yet another Wiki...
Here's another for anyone in general. "Tiers", those spells that have upgrades from Apprentice I to II, III, etc... are there any level restrictions on learning those upgrades, or should the level match the original spell?
Meaning, my Faithful Swing Level 1 Pally spell could be Adept III, but still level 1? I do not see this info on Alla's. I was really hoping for a Lucy for EQ2 Spells (like there was for EQ), but the link only seems to offer running their collector or yet another Wiki...
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Yes John...in live, to get the Adept III spell you would have to craft it using a harvested rare (a loam in the Paladin's case).John Adams wrote:Thanks Zco and LE.
Here's another for anyone in general. "Tiers", those spells that have upgrades from Apprentice I to II, III, etc... are there any level restrictions on learning those upgrades, or should the level match the original spell?
Meaning, my Faithful Swing Level 1 Pally spell could be Adept III, but still level 1? I do not see this info on Alla's. I was really hoping for a Lucy for EQ2 Spells (like there was for EQ), but the link only seems to offer running their collector or yet another Wiki...
I don't no shit about original EQ, lol...so don't what the Lucy reference is
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Lucy is a diabolical plot to expose the underbelly of the SOE beast.
Example: http://lucy.allakhazam.com/spell.html?i ... ource=Live (click on Raw Data to have your mind blown heh)
Wish I had this for EQ2.
As for the tiers, I knew about how to get them. The question I have is about the spells "level". All Tiers of a given spell are the same character level required? Even Master I and II?
I also know that (in my example) Faithful Swing (1) does get replaced by a newer, more powerful version as my toon levels - Faithful Strike (15). But I am only asking about Tiers (Apprentice I, Adept I, Master I).
Thanks for being patient
Example: http://lucy.allakhazam.com/spell.html?i ... ource=Live (click on Raw Data to have your mind blown heh)
Wish I had this for EQ2.
As for the tiers, I knew about how to get them. The question I have is about the spells "level". All Tiers of a given spell are the same character level required? Even Master I and II?
I also know that (in my example) Faithful Swing (1) does get replaced by a newer, more powerful version as my toon levels - Faithful Strike (15). But I am only asking about Tiers (Apprentice I, Adept I, Master I).
Thanks for being patient
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Yeah, thats lots a parameters in there, lol. Will have something like it somedayJohn Adams wrote:Lucy is a diabolical plot to expose the underbelly of the SOE beast.
Example: http://lucy.allakhazam.com/spell.html?i ... ource=Live (click on Raw Data to have your mind blown heh)
Wish I had this for EQ2.
Yes, all tiers of a given spell will have same character level requirement.As for the tiers, I knew about how to get them. The question I have is about the spells "level". All Tiers of a given spell are the same character level required? Even Master I and II?
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Thanks for the input guys.
Now I need to know about "resistibility". Our database has this value as unsigned - meaning, no negative values. However, most of what I am seeing on allakhazam shows resistibility as a "-12" for lower end spells. I am assuming this means, "Kick" has a -12 effect on a mobs resistance to Crushing damage.
Question: Does the server need this to be -12? If so, I'll change these unsigned to signed ints.
Now I need to know about "resistibility". Our database has this value as unsigned - meaning, no negative values. However, most of what I am seeing on allakhazam shows resistibility as a "-12" for lower end spells. I am assuming this means, "Kick" has a -12 effect on a mobs resistance to Crushing damage.
Question: Does the server need this to be -12? If so, I'll change these unsigned to signed ints.
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This never got answered, but I asked elsewhere so... onto the next "spells" question.
On eq2 wikia, Faithful Swing (and others) show this "Hit Bonus" value. Will this need to be a spell_data entry, or is there something we can hard-wire into each spells base record since it does not appear 'variable'?
Also, these Hit Bonuses - are they the only type of Bonus you might get on a spell/ability? If not, like there is a heal bonus or multiple bonuses on some abilities, perhaps this does need to be handled in spell_data...
Thoughts?
On eq2 wikia, Faithful Swing (and others) show this "Hit Bonus" value. Will this need to be a spell_data entry, or is there something we can hard-wire into each spells base record since it does not appear 'variable'?
Also, these Hit Bonuses - are they the only type of Bonus you might get on a spell/ability? If not, like there is a heal bonus or multiple bonuses on some abilities, perhaps this does need to be handled in spell_data...
Thoughts?
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