Spells Development - DB Milestone 2
Posted: Mon Aug 12, 2013 8:03 am
I have all the collected spells loaded in to the DB Project DB. Going to spend this week evaluating the migrated data to ensure it is proper before calling it good.
For each collected spell from CoE Beta, the migrate function has inserted the basic info, and fetched the current spell details/values from data.soe.com's and inserted all known tiers found.
Each spell inserted, if it did not already have a LUA script, one was created using the name of the spell (ie,. Provoke, Provoke II, Provoke III etc, all use the Provoke.lua script). The scripts are templates, and they have the "spell display effects" text written into any new ones generated (to help with script development). Example:
Now script developers can easily add the params and calculations without jumping back and forth between the editor and spell details.
The scripts also have a default "callout" the player will say if the script is not yet ready. The next phase is inserting the spell Data (LUA params), writing the scripts and discovering the visual effects. aka, the hard part.
Zcoretri!
I have 378 "spells" listed in my "Traditions" collection. I would like to re-pop the data we have with this new stuff, unless you feel I should not for some reason. I looked through your scripts and most seem just shells for now, so if I do this I will likely delete them and let the migration re-create the ones it finds.
Any thoughts before I take this on?
Lastly, I am not sure about "Traits" still... I think they are the ones in the 500,000 range currently. I will double check to see if some of these 378 are in fact Traits as well as Traditions and Trainings, etc... your thoughts would be appreciated.
You can see the current list in DB Editor, Admin, Migrate Spells and chosing Traditions from the combobox.
For each collected spell from CoE Beta, the migrate function has inserted the basic info, and fetched the current spell details/values from data.soe.com's and inserted all known tiers found.
Each spell inserted, if it did not already have a LUA script, one was created using the name of the spell (ie,. Provoke, Provoke II, Provoke III etc, all use the Provoke.lua script). The scripts are templates, and they have the "spell display effects" text written into any new ones generated (to help with script development). Example:
Code: Select all
function cast(Caster, Target)
-- code to cast the spell
Say(Caster, "Whoops! Guess this is not implemented yet!")
-- Info from spell_display_effects (remove from script when done)
-- Inflicts 23 - 39 slashing damage on target
-- Inflicts 10 - 12 slashing damage on target every 5 seconds
-- Decreases Slashing, Crushing and Piercing of target by 1.5
endThe scripts also have a default "callout" the player will say if the script is not yet ready. The next phase is inserting the spell Data (LUA params), writing the scripts and discovering the visual effects. aka, the hard part.
Zcoretri!
I have 378 "spells" listed in my "Traditions" collection. I would like to re-pop the data we have with this new stuff, unless you feel I should not for some reason. I looked through your scripts and most seem just shells for now, so if I do this I will likely delete them and let the migration re-create the ones it finds.
Any thoughts before I take this on?
Lastly, I am not sure about "Traits" still... I think they are the ones in the 500,000 range currently. I will double check to see if some of these 378 are in fact Traits as well as Traditions and Trainings, etc... your thoughts would be appreciated.
You can see the current list in DB Editor, Admin, Migrate Spells and chosing Traditions from the combobox.