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Server Clan Crushbone

Posted: Sun Apr 13, 2008 6:42 am
by chrrox
I have been working on spells alot on my server and I have a lot of things done and am working on the rest.
Here is what is done. "I will keep this post updated as I progress.
Whats Done
1.All ranger spells are in the game.
2.They all have the proper icons.
3.You will learn all the spells when you create a new ranger because its not possible to get to high enough levels in a reasonable amount of time to test them out currently.
4.The display effects for Path finding and the lightning stab line of spells are in.
Whats left.
1.Finish setting the proper display effects for all ranger spells.
2.Set the proper target type for each spell.
3.Program the lua code for as many spells as possible.
4.Eventually adjust the spell levels to their proper values.
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anyone have any requests for the next class I should work on? ill try to get as many class spells with their icons in the game as possible.
If you log onto my server and you see I made a mistake just let me know and ill fix it asap.

Posted: Sun Apr 13, 2008 7:58 am
by link2009
Are you going to stick those LUA spells into the SVN?

Posted: Sun Apr 13, 2008 7:59 am
by LethalEncounter
Awesome work!! Let me know what functions you need me to add to LUA for the spells. Just provide the arguments and what it should return (if anything) and I'll add your functions.

Posted: Sun Apr 13, 2008 8:53 am
by John Adams
Excellent work, chrrox! Please either commit your SQL and LUA scripts to the DB SVN (maybe under LUA test branch for now?) or zip/tar them up and provide a link. I'd love to see how you got those done.
If you're satisfied with how they work, maybe we can just update the spells tables in the DB updater.

Posted: Sun Apr 13, 2008 11:07 am
by chrrox
Ill zip them some time over the weekend. Im still testing them before I commit anything.

Posted: Sun Apr 13, 2008 11:27 am
by link2009
mmm, good job. I could start working on the Paladin if I see how you made those ranger spells :).

Posted: Sun Apr 13, 2008 4:35 pm
by chrrox
I am not quite ready to release my other spells yet but I will release Searing Strike spell tonight. I have tommorow off from work so I should be able to get a lot more of the spells done.
http://www.sendspace.com/file/zixyt2
Ill explain in detail hot it works tomorrow.

Posted: Sun Apr 13, 2008 5:22 pm
by LethalEncounter
Hmm, I never thought about passing the min and max values as separate arguments. I guess that extra column I added to the spell_data table is kinda useless now :P
Oh, btw I was going to add a new varchar field to the NPC table called 'spawn_script' that allows you to specify a lua script to run. The script would only be run during certain events and the event would have to be written as a function inside of the script file. So far I was thinking:

Code: Select all

function spawn(Spawn)  //called when the Spawn first spawns (if after zone bootup)
function respawn(Spawn) //called when a Spawn respawns
function attacked(Spawn, Attacker) //called when the spawn is attacked, probably useful for it saying things like 'How dare you!'
function targeted(Spawn, Targeter) //called when a player targets the spawn
function hailed(Spawn, Hailer) //called when a player hails the spawn
function death(Spawn, Killer) //called when this spawn is killed
function killed(Spawn, Victim) //called when this spawn kills a spawn or player
function aggro(Spawn, Victim) //called when a player wanderings into aggro range and the player is KOS
function healthchanged(Spawn) //called when the health reaches a certain percent as specified in the DB
function randomchat(Spawn, Message) //called randomly as specified in the DB
Anything else I am missing?

Posted: Sun Apr 13, 2008 5:58 pm
by chrrox
The only thing I can think your missing is function spawn %health for raid mobs who might say something like I'm not done yet at 50% or so.
Also ma bee a random interval I have seen some mobs talk for no apparent reason like knolls.

Posted: Sun Apr 13, 2008 6:01 pm
by LethalEncounter
hmm, OK I'll add those two to the list.

Posted: Sun Apr 13, 2008 6:10 pm
by LethalEncounter
I think we should do what we did with spells and keep script data in the database so that these scripts can be generic enough for multiple mobs and only call them when necessary.

Posted: Sun Apr 13, 2008 6:41 pm
by chrrox
Sounds good to me LE.
one question on your server when you create a character do they look normal or are they missing hair and wings and sometimes eyes?
It seems like when I make a character those values are filled in with 0's if I change the values those items show up.

Posted: Sun Apr 13, 2008 7:10 pm
by LethalEncounter
I haven't checked in a while. I'll take a look at it tomorrow.

Posted: Sun Apr 13, 2008 8:52 pm
by John Adams
LE, you might consider tying the lua script to a "spawn" id rather than the NPC. In case we need to have the same NPC id spawn twice, but not behave exactly the same?
I was thinking this same thing for waypoints.

Posted: Mon Apr 14, 2008 5:36 am
by LethalEncounter
Ahh, good point but maybe spawngroup_id instead of the id from the spawns table?