Spell support

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Zcoretri
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Spell support

Post by Zcoretri » Fri Jan 22, 2010 9:19 am

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.

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Re: Spell support

Post by ZexisStryfe » Fri Jan 22, 2010 9:27 am

PETS!
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Re: Spell support

Post by John Adams » Fri Jan 22, 2010 10:29 am

Zcoretri wrote:Started this thread to jot down things the server needs to support for Spells/Combat Arts
GOOD BOY!!!

Now I take back all the sarcasm I put into IRC ;) well, not all of it.

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Re: Spell support

Post by John Adams » Fri Jan 22, 2010 10:55 am

Now, let me constructively shred this list a bit.
Zcoretri wrote:* Increase/Decrease skills
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:* Cures
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
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'
This is like if target is Epic, or if target is Undead?

Zcoretri wrote:* Roots/Snares
Couldn't these just be SetSpeed() = 0 (root) or a fraction of their base speed (snare)?


Zcoretri wrote:* Apply (cast) Spell upon termination
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.

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Re: Spell support

Post by ZexisStryfe » Fri Jan 22, 2010 6:09 pm

I play a necromancer on live... pets are important to me. :D 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 :twisted:
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Re: Spell support

Post by Zcoretri » Fri Jan 22, 2010 7:24 pm

John Adams wrote:Now, let me constructively shred this list a bit.
Zcoretri wrote:* Increase/Decrease skills
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?
I'm talking SKILLS...not STATS, we can do stats.
i.e. Agression skill, Focus skill, Crushing skill, Defense skill, Ministration skill....you get the idea :mrgreen:

Zcoretri wrote:* Cures
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...
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.
Zcoretri wrote:* When player takes damage
* Successful melee/spell attack
* Dispel when target 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.
Yes, a spell will cast everytime (or a percent chance) you take damage or a group member takes damage.
Zcoretri wrote:* If target is 'x'
John Adams wrote:This is like if target is Epic, or if target is Undead?
Yes...all configurations

Zcoretri wrote:* Roots/Snares
John Adams wrote:Couldn't these just be SetSpeed() = 0 (root) or a fraction of their base speed (snare)?
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.

Zcoretri wrote:* Apply (cast) Spell upon termination
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)?
I think I remember something about that now.

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]

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Re: Spell support

Post by John Adams » Sun Jan 24, 2010 2:56 am

How about levitates or flying? Slow fall, anything that requires us to handle vertical momentum?

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Re: Spell support

Post by Zcoretri » Wed Jan 27, 2010 11:16 pm

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 00

Code: 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>
Found this rummaging through a collect, looks like a packet for Curing a detrimental effect using the single target cure. I pretty sure there is going to be another packet for the group cure spell, so I will try to get that packet also.

This opcode is unknown so I have no idea what we should call it.

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Re: Spell support

Post by Scatman » Thu Jan 28, 2010 12:55 am

Is ravaging bite the spell 'cure' is curing?

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Re: Spell support

Post by Zcoretri » Thu Jan 28, 2010 8:20 pm

Scatman wrote:Is ravaging bite the spell 'cure' is curing?
Yes it is

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Re: Spell support

Post by alfa » Fri Jan 29, 2010 6:52 pm

Is item equiped

Example:

Shield Bash require you have an equiped shield
Fight with me... Or die, like the rest.
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Re: Spell support

Post by Zcoretri » Fri Jan 29, 2010 6:59 pm

alfa wrote:Is item equiped

Example:

Shield Bash require you have an equiped shield
Good one alfa, I forgot to include it in my post, I have it written down in my notes, haha

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Re: Spell support

Post by ZexisStryfe » Fri Feb 26, 2010 11:23 am

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.
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Re: Spell support

Post by John Adams » Fri Feb 26, 2010 2:25 pm

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.

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Re: Spell support

Post by ZexisStryfe » Fri Feb 26, 2010 5:30 pm

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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