Spell support
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- Zcoretri
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Spell support
Started this thread to jot down things the server needs to support for Spells/Combat Arts
* Increase/Decrease skills
* All kinds of AOE's (Damage, Taunts, interrupts etc.)
* Stuns/Daze/Interrupts
* Roots/Snares
* Cures
* Sneak/Stealth/Shroud
* Flank/Behind checks
* Apply (cast) Spell upon termination
* When player takes damage
* Successful melee/spell attack
* If target is 'x'
* Dispel when target takes damage
That's all I can think of at the moment.
* Increase/Decrease skills
* All kinds of AOE's (Damage, Taunts, interrupts etc.)
* Stuns/Daze/Interrupts
* Roots/Snares
* Cures
* Sneak/Stealth/Shroud
* Flank/Behind checks
* Apply (cast) Spell upon termination
* When player takes damage
* Successful melee/spell attack
* If target is 'x'
* Dispel when target takes damage
That's all I can think of at the moment.
- ZexisStryfe
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Re: Spell support
PETS!
- John Adams
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Re: Spell support
GOOD BOY!!!Zcoretri wrote:Started this thread to jot down things the server needs to support for Spells/Combat Arts
Now I take back all the sarcasm I put into IRC
- John Adams
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Re: Spell support
Now, let me constructively shred this list a bit.
These I do feel are added functionality we need for sure:
Great list, man. You have been doing your homework! I want Spells Support to be the next major thing we tackle - so let's clear our plates and see what we can do. Z's waited a long time for this stuff. No guilt trips, just his turn
Oh, and PETS! yes. I think Pets will be a complete system though, so maybe not right away. I'd like to see the other stuff before Pets.
Can we not already do this with the SetSTR (blah blah) LUA functions? I think you tried to change HP and reported it wasn't working. Maybe it's implemented, just needs fixing? Or is this some other functionality I am missing?Zcoretri wrote:* Increase/Decrease skills
Wouldn't this just be a function remove()? Though I think remove() is only called when a spell/tick wears off, possibly...Zcoretri wrote:* Cures
By this you mean, apply (something) when the player gets damaged by the enemy? like, heal the SK for x HP when s/he gets hit.Zcoretri wrote:* When player takes damage
* Successful melee/spell attack
* Dispel when target takes damage
This is like if target is Epic, or if target is Undead?Zcoretri wrote:* If target is 'x'
Couldn't these just be SetSpeed() = 0 (root) or a fraction of their base speed (snare)?Zcoretri wrote:* Roots/Snares
This (I think!) can be done using function remove(), just not sure it currently effects if I cast a HoT on YOU, when that heal is done, grant (something else)?Zcoretri wrote:* Apply (cast) Spell upon termination
These I do feel are added functionality we need for sure:
Zcoretri wrote:* All kinds of AOE's (Damage, Taunts, interrupts etc.)
* Stuns/Daze/Interrupts
* Sneak/Stealth/Shroud
* Flank/Behind checks
Great list, man. You have been doing your homework! I want Spells Support to be the next major thing we tackle - so let's clear our plates and see what we can do. Z's waited a long time for this stuff. No guilt trips, just his turn
Oh, and PETS! yes. I think Pets will be a complete system though, so maybe not right away. I'd like to see the other stuff before Pets.
- ZexisStryfe
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Re: Spell support
I play a necromancer on live... pets are important to me.
They would be even more important to me if they didn't suck donkey balls, but that is neither here nor there...
One thing I must say... when we do get to pets I hope we make them more customizable than they are on live. Being able to equip them with special items like in EQ1 would be fantastic
One thing I must say... when we do get to pets I hope we make them more customizable than they are on live. Being able to equip them with special items like in EQ1 would be fantastic
- Zcoretri
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Re: Spell support
I'm talking SKILLS...not STATS, we can do stats.John Adams wrote:Now, let me constructively shred this list a bit.
Can we not already do this with the SetSTR (blah blah) LUA functions? I think you tried to change HP and reported it wasn't working. Maybe it's implemented, just needs fixing? Or is this some other functionality I am missing?Zcoretri wrote:* Increase/Decrease skills
i.e. Agression skill, Focus skill, Crushing skill, Defense skill, Ministration skill....you get the idea
Zcoretri wrote:* Cures
I don't think so, lol...this needs to be cast on yourself or group member to remove one or more detriments that are currently applied to you or your group mates. I will dig up a SOE dev post on this.John Adams wrote:Wouldn't this just be a function remove()? Though I think remove() is only called when a spell/tick wears off, possibly...
Zcoretri wrote:* When player takes damage
* Successful melee/spell attack
* Dispel when target takes damage
Yes, a spell will cast everytime (or a percent chance) you take damage or a group member takes damage.John Adams wrote:By this you mean, apply (something) when the player gets damaged by the enemy? like, heal the SK for x HP when s/he gets hit.
Zcoretri wrote:* If target is 'x'
Yes...all configurationsJohn Adams wrote:This is like if target is Epic, or if target is Undead?
Zcoretri wrote:* Roots/Snares
Don't know...have not tried. I forgot to put a disclaimer on my first post about how some of this stuff might be implemented already.John Adams wrote:Couldn't these just be SetSpeed() = 0 (root) or a fraction of their base speed (snare)?
Zcoretri wrote:* Apply (cast) Spell upon termination
I think I remember something about that now.John Adams wrote:This (I think!) can be done using function remove(), just not sure it currently effects if I cast a HoT on YOU, when that heal is done, grant (something else)?
These I do feel are added functionality we need for sure:
Zcoretri wrote:* All kinds of AOE's (Damage, Taunts, interrupts etc.)
* Stuns/Daze/Interrupts
* Sneak/Stealth/Shroud
* Flank/Behind checks
Great list, man. You have been doing your homework! I want Spells Support to be the next major thing we tackle - so let's clear our plates and see what we can do. Z's waited a long time for this stuff. No guilt trips, just his turn
Oh, and PETS! yes. I think Pets will be a complete system though, so maybe not right away. I'd like to see the other stuff before Pets.[/quote]
- John Adams
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Re: Spell support
How about levitates or flying? Slow fall, anything that requires us to handle vertical momentum?
- Zcoretri
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Re: Spell support
Code: Select all
-- OP_ClientCmdMsg::OP_Unknown --
1/27/2010 21:20:14
199.108.13.66 -> 192.168.0.101
0000: 00 37 1F 00 00 00 FF 91 02 0D 52 61 76 61 67 69 .7........Ravagi
0010: 6E 67 20 42 69 74 65 04 43 75 72 65 86 5D 3D 00 ng Bite.Cure.]=.
0020 86 5D 3D 00 00Code: Select all
<Struct Name="WS_Cure" ClientVersion="1" OpcodeName="OP_ClientCmdMsg" OpcodeType="OP_Cure">
<Data ElementName="detrimental_effect" Type="EQ2_8Bit_String" />
<Data ElementName="spell_name" Type="EQ2_8Bit_String" />
<Data ElementName="caster_id" Type="int32" Size="1" />
<Data ElementName="target_id" Type="int32" Size="1" />
<Data ElementName="unknown" Type="int8" Size="1" />
</Struct>This opcode is unknown so I have no idea what we should call it.
- Scatman
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Re: Spell support
Is ravaging bite the spell 'cure' is curing?
- Zcoretri
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Re: Spell support
Yes it isScatman wrote:Is ravaging bite the spell 'cure' is curing?
- alfa
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Re: Spell support
Is item equiped
Example:
Shield Bash require you have an equiped shield
Example:
Shield Bash require you have an equiped shield
Fight with me... Or die, like the rest.
J.A. say: "I think Xinux tried to tell me this, but I ignore most things he suggests."
J.A. say: "I think Xinux tried to tell me this, but I ignore most things he suggests."
- Zcoretri
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Re: Spell support
Good one alfa, I forgot to include it in my post, I have it written down in my notes, hahaalfa wrote:Is item equiped
Example:
Shield Bash require you have an equiped shield
- ZexisStryfe
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Re: Spell support
We need spells to be able to modify spells. This is the cornerstone of the AA system and several spells do it as well. ie- Lich adds a lifetap proc to necro damage spells.
- John Adams
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Re: Spell support
Yeah we're kinda calling those "sub-spells", like a swing that might proc a knockdown. I know Zcoretri was trying a few ideas, but we'll likely need additional server support for this.
- ZexisStryfe
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Re: Spell support
Actually I am not talking about the lifetap on termination that needs support. I know that does. What I am talking about is the fact that the Lich spell ADDs that proc to the other spells. One spell modifying a totally different spell. Like AAs that boost damage of give a pet an additional ability. That sort of stuff.
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