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Spell effects
Posted: Sun Aug 24, 2008 10:58 am
by LethalEncounter
I discovered that the table I thought was the correct table from which to use effect ids was incorrect. I uploaded the correct reference table to the update server and the next time world connects to it, it should grab it. It is called reference_spell_effects. The id in the table is the value that should be used in the spell_visual field of spells. Sorry for the confusion.

Posted: Sun Aug 24, 2008 11:57 am
by John Adams
We're all learning as we go.

Me more than others, apparently!
So this means, "visual_states" is not the values we should be using, but this table instead? That I can understand. I'll change my lookup in the editor to point here instead. Maybe now I can find my orange lightning!
Posted: Sun Aug 24, 2008 12:08 pm
by Scatman
Woot! awesome

I was looking through the visual_states table and couldn't for the life of me figure out which states went to which spell

Nice job!
Posted: Sun Aug 24, 2008 12:16 pm
by John Adams
One more question, is there a way to test these spell effects (like /animtest) in-game? Since this is a new discovery, I do not assume you already coded it into the emu (lol) just curious if /animtest would still work on these types of effects. If not, ahem... can we?

Considering the current state of /reload, it would be hellish to test them by having to reload the entire spell catalog.
Posted: Sun Aug 24, 2008 1:04 pm
by LethalEncounter
sure, I'll add /spellvistest in the next few days.