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Spell support
Posted: Fri Jan 22, 2010 9:19 am
by Zcoretri
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.
Re: Spell support
Posted: Fri Jan 22, 2010 9:27 am
by ZexisStryfe
PETS!
Re: Spell support
Posted: Fri Jan 22, 2010 10:29 am
by John Adams
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.
Re: Spell support
Posted: Fri Jan 22, 2010 10:55 am
by John Adams
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.
Re: Spell support
Posted: Fri Jan 22, 2010 6:09 pm
by ZexisStryfe
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

Re: Spell support
Posted: Fri Jan 22, 2010 7:24 pm
by Zcoretri
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
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]
Re: Spell support
Posted: Sun Jan 24, 2010 2:56 am
by John Adams
How about levitates or flying? Slow fall, anything that requires us to handle vertical momentum?
Re: Spell support
Posted: Wed Jan 27, 2010 11:16 pm
by Zcoretri
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.
Re: Spell support
Posted: Thu Jan 28, 2010 12:55 am
by Scatman
Is ravaging bite the spell 'cure' is curing?
Re: Spell support
Posted: Thu Jan 28, 2010 8:20 pm
by Zcoretri
Scatman wrote:Is ravaging bite the spell 'cure' is curing?
Yes it is
Re: Spell support
Posted: Fri Jan 29, 2010 6:52 pm
by alfa
Is item equiped
Example:
Shield Bash require you have an equiped shield
Re: Spell support
Posted: Fri Jan 29, 2010 6:59 pm
by Zcoretri
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
Re: Spell support
Posted: Fri Feb 26, 2010 11:23 am
by ZexisStryfe
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.
Re: Spell support
Posted: Fri Feb 26, 2010 2:25 pm
by John Adams
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.
Re: Spell support
Posted: Fri Feb 26, 2010 5:30 pm
by ZexisStryfe
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.