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Thristam
08-18-2006, 09:21 AM
I created this to help "fix" the AA tables in the DB. If yuo have suggestions on how this could be better, chime in please. Keep in mind i wanted to make it customizable, so its not as efficent as it could be.

Also, i may not have a full grasp of where certian skill data is stored. Anyone who knows better is welcome to explain it. Thanks.

Issue: A significant number of AAs are not implemented. Almost none of the 'activateable' AAs are not working right now. A good system needs to be developed to support them. This involved analyzing all of the AAs currently and determining what database structure needs to be implemented to support them.


Problem: To create a DB structure that will allow for the storage and tracking of all AAs currently in game.

Suggested solution: Create a multilayered db that allows all AA's to be implemented, but gives full customization of new AAs.

Tables Diagram is here (www.thristam.com/database/new_aa_tables.bmp)




AA_Character: This is the table which identifies the character and gives general information.

Id - Used to identify and relate from aa_character to aa_information tables.

general_points - Used to track how many general points a character currently has. 0 means they have none.

archtype_points - Used to track how many archtype points a character currently has. 0 means they have none.

class_points - used to track how many class points a character currently has. 0 means they have none.

min_general_points - used to set a threshold on how many points a character must have in order to unlock their archtype AA's. Having this Column here allows for making this threshold variable. 0 means they can buy archtype AAs without a need to have a default amount of general points.

min_archtype_points - used to set a threshold on how many points a character must have in order to unlock their archtype AA's. Having this Column here allows for making this threshold variable. 0 means they can buy class AAs without a need to have a default amount of archtype points.



AA_Information: This links the customer general information to the actual AAs. I went with this cos it was the most customizable.

id - Used to identify and relate from aa_information to aa_data.

rank1 to rank5 - used to set ranking of aa's. An id number is assigned here from the aa_data id which designates abilities of this rank. This allows for custom ranks to aa's of any order.

rank1_enabled to rank5_enabled: Used to set wether or not a rank is active for this character. This allows to enable ranks out of order or even for free. 0 means this rank is not active. (This column could be optional. Setting the default of the Rank1 to rank5 Column to 0 or null could just as easily work. Just depends on the logic you wanna use.)



AA_Data: All data pertaining to the abilities themself. Yes, there will be some duplicate data, but i found this to be the best customizable option.

Id - Used to identify and relate from aa_data to aa_information.

aa_name - Contains the name of the ability.

aa_class - Contains which classes can use the ability. 65535 means all classes.

spell_id - The ID number (if any) for the spell being used for this AA. Things like Bestow Divine Aura, Call To Corpse, and Dire Charm would be examples of spells being cast. I would make the suggestion of using the Spells table to add said spells (unless they have to be a flat file or somewhere else). 0 would mean no spell. This would allow for an AA to have a spell in its ability along with other powers (if wanted).

spell_duration - This is the column which contains the duration in time for (spell_id). Im assuming this would be a percentage number (without %) to show the increased duration. IE: 20 - would be 20 percent increase in duration. 0 would mean no change. -10 would be 10% less duration. This allows you to use a standard or custom spell(s), then increase (or decrease) the duration of said spell.

spell_redux - This is the column which contains the reduction in mana for (spell_id). Im assuming this would be a percentage number (without %) to show the reduction. IE: 20 - would be 20 percent reduction. 0 would mean no change. This allows you to use a standard or custom spell(s), then decrease (or increase) the cost of the spell.

cast_time - This is the column which contains the reduction in cast time for (spell_id). This would work on the percentage reduction as the above spell_redux. 0 would mean no change. This allows you to use a standard or custom spell(s), then decrease (or increase) the cast time of said spell.

cast_speed - This is the column which contains the reduction in cast speed for (spell_id). This would work on the percentage reduction as the above spell_redux. 0 would mean no change. This allows you to use a standard or custom spell(s), then decrease (or increase) the cast speed of said spell.

stat_id - This is the identifier for the stats for this player. This may be not needed at all if you can pull the identifier directly from the player profile. Otherwise, you can use this to identify the stat being changed:
Strength
Stamina
Agility
Dexterity
Wisdom
Intelligence
Charisma
Fire Protection
Cold Protection
Magic Protection
Poision Protection
Disease Protection

stat_increase - This column is used to show by how much the effected stat in stat_id is being increased by. This is a flat number so, if a toon had a base 50 in strength and gained a rank in Innate Strength this column would have a 2 for this id, which would add 2 to strength (or -2 to take some away) for this rank. 0 would mean no change. This allows for custom stat AA's.

nonspell_action_ID - This ID is set for Actions that are not defined by class. examples would be: Combat Agility, Finishing blow, 2 Hand Bash, Abmidexterity etc. Again, im not sure where these are stored in the EMU, so i left this as a int to be defined.

nonspell_duration - Contains the duration in time for nonspell_action. Im assuming this would be a percentage number (without %) to show the increased duration. IE: 20 - would be 20 percent increase in duration. 0 would mean no change. -10 would be a 10 percent reduction. This allows you to use a standard or custom nonspell action.

nonspell_redux - Contains the reduction in stamina for nonspell actions. Im assuming this would be a percentage number (without %) to show the reduction. IE: 20 would be 20 percent reduction. 0 would mean no change. -10 would be a 10 percent increase. This allows you to use a standard or custom nonspell action, then decrease (or increase) the cost of the nonspell_action.

nonspell_Stamina - Amount of stamina it would take to make a certian nonspell_action work. Some nonspell actions use stamina instead of mana to be preformed.

reuse_time - Contains the reduction in use time for both spell and nonspell_actions.. This would work on the percentage reduction as the above redux's. 0 would mean no change. This allows you to use a standard or custom spell or nonspell actions, then decrease (or increase) the reuse time of said actions In Seconds.

aa_cost - Associated cost of the AA_ability. This allows for custom aa costs or even free AA abilities. 0 means no cost.

aa_type - This bit details the 2 types of AA abilities:
0 = passive
1 = activated

level_restriction - This is where you can set level restrictions based on the ability. 0 for no restriction.

aa_restriction - The AA_data ID the Character must have In AA_information in order to purchase this ability. the ID cooresponds with the ID placed in the Rank1 to 5 Ids. 0 means no aa_restriction.

aa_Discriptor - Contains the description of the Ability.(optional)

Thristam
08-18-2006, 09:23 AM
Here is all of the AA skills that i know of currently in game.



* 2 Hand Bash - Type: Passive; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
* Acrobatics - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will reduce the damage that you take from falling.
* Act of Valor - Type: Activated, Refresh Time: 72 mins; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This noble ability will allow you to transfer all of your hit points to a target player, killing you in the process.
* Adv. Trap Negotiation - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will reduce the reuse time on your sense and disarm trap skills.
* Alchemy Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces your chances of failing alchemy combinations by 10, 25, and 50 percent.
* Ambidexterity - Type: Passive; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability increases your chance to use dual wield successfully.
* Archery Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability increases your archer damage 30, 60, and 100 percent.
* Area Taunt - Type: Activated, Refresh Time: 15 mins; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to taunt everything in a small radius.
* Bandage Wound - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities. First Aid at Level 3; This ability will give you increased healing ability per bandage by 10, 25, and 50 percent.
* Bestow Divine Aura - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you the ability to cast a Divine Aura spell on a Player target, temporarily rendering the target invulnerable.
* Body and Mind Rejuvenation - Type: Passive; Max - 1; Cost - 5; Requirements: Level - 59, Must have improved Natural Healing and Mental Clarity at level 3; This ability will give you one additional point of mana and hit point regeneration
* Call to Corpse - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast a no component summon corpse spell.
* Cannibalization - Type: Activated, Refresh Time: 3 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Mental Clarity at Level 3; This ability will give the caster a new, massive Cannibalize spell.
* Celestial Regeneration - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Healing Gift at Level 3.; This ability gives you the ability to cast a large heal over time spell at no mana cost.
* Channeling Focus - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
* Chaotic Stab - Type: Passive; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to do minimal backstab damage on your backstab attempt, even if you are not positioned behind the monster.
* Combat Agility - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases your melee damage avoidance by 2, 5, and 10 percent.
* Combat Fur - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
* Combat Stability - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases melee damage mitigation by 2, 5, and 10 percent.
* Critical Mend - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities First Aid at Level 3; This ability gives you a chance to perform a superior mend 5, 10, and 25 percent of the time.
* Dead Mesmerization - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast an AE low resist mesmerization spell effective against the undead.
* Dire Charm - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you the chance to permanently charm an NPC.
* Divine Resurrection - Type: Activated, Refresh Time: 4320 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Healing Gift at Level 3; This ability allows you to provide a resurrection that restores 100percent Experience, all hit points and mana, and causes no adverse resurrection effects.
* Divine Stun - Type: Passive; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; Training in this ability grants your stun spells the chance to stun Level 60 or lower NPCs. Normal Resist rules apply.
* Double Riposte - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time.
* Dragon Punch - Type: Passive; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability augments your dragon punch with the chance to automatically perform a knockback.
* Elemental Form: Air - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to turn into a air elemental, gaining many of the innate benefits of the for, as well as some of the penalties.
* Elemental Form: Earth - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to turn into a earth elemental, gaining many of the innate benefits of the for, as well as some of the penalties.
* Elemental Form: Fire - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to turn into a fire elemental, gaining many of the innate benefits of the for, as well as some of the penalties.
* Elemental Form: Water - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to turn into a water elemental, gaining many of the innate benefits of the for, as well as some of the penalties.
* Elemental Pact - Type: Passive.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability removes the component cost of summoning pets.

Thristam
08-18-2006, 09:24 AM
* Endless Quiver - Type: Passive; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability provides you a never-ending supply of arrows.
* Enhanced Root - Type: Passive; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the chance that a rooted NPC will be freed by your damage spells by 50 percent.
* Escape - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible similar to your hiding ability.
* Exodus - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you the ability to cast an instant casting, no mana cost evacuation or succor spell.
* Extended Notes - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will increase your song ranges by 10, 15, and 25 percent.
* Fear Resistance - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
* Fearless - Type: Passive; Max - 1; Cost - 6; Requirements: Level - 59, Fear Resistance at Level 3; This ability will make you permanently immune to fear spells.
* Fearstorm - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; Allows you to cast an AE low resist fear spell.
* Finishing Blow - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. (Non-Warriors must first train one level of Combat Fury to use this ability.)
* First Aid - Type: Passive; Max - 3; Cost - 1; Requirements: Level - 51; This ability increases the maximum that you can bind wound by 10 percent for each ability level.
* Flesh to Bone - Type: Activated, Refresh Time: 07 secs.; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to turn any meat or body part item into bone chips. You must hold the item or stack on your cursor. "Warning" This ability will use magical or no drop items if they are held on the cursor.
* Flurry - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Combat Fury at Level 3; This ability will allow you to perform up to 2 additional attacks from your primary hand.
* Frenzied Burnout - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage. When the effect wears off the pet will explode, damaging everything around it.
* Gather Mana - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Mental Clarity at Level 3; This ability allows you to recover all of your mana.
* Healing Adept - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent.
* Healing Gift - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability gives you a chance to cast a critical heal by 3, 6, and 10 percent. A critical heal will double the healing value of the spell.
* Holy Steed - Type: Activated, Refresh Time: 01 secs.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability provides you with the power to call the ultimate holy steed to your side.
* Improved Familiar - Type: Passive; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability makes your Familiar immune to spells and more resistant to melee damage.
* Improved Harm Touch - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you a low-resist Harm Touch. Using this ability also uses your existing Harm Touch timer.
* Improved Lay of Hands - Type: Passive; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will run your Lay of Hands into a complete heal.
* Improved Reclaim Energy - Type: Passive.; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will increase the amount of mana returned to you when reclaiming your pet.
* Innate Agility - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Agility by 2 points for each ability level.
* Innate Camouflage - Type: Activated, Refresh Time: 07 secs.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to become invisible, nearly at will, without the need to memorize a spell.
* Innate Charisma - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Charisma by 2 points for each ability level.
* Innate Cold Protection - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Cold Protection by 2 points for each ability level.
* Innate Dexterity - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Dexterity by 2 points for each ability level.
* Innate Disease Protection - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Disease by 2 points for each ability level.
* Innate Fire Protection - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Fire Protection by 2 points for each ability level.
* Innate Intelligence - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Intelligence by 2 points for each ability level.
* Innate Invis to Undead - Type: Activated, Refresh Time: 07 secs.; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to become invisible to the undead, nearly at will, without the need to memorize a spell.
* Innate Lung Capacity - Type: Passive; Max - 3; Cost - 1; Requirements: Level - 51; This ability increases the amount of air you have by 10, 25, and 50 percent.
* Innate Magic Protection - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Magic Protection by 2 points for each ability level.
* Innate Metabolism - Type: Passive; Max - 3; Cost - 1; Requirements: Level - 51; This ability decreases your food consumption by 10, 25, and 50 percent.
* Innate Poison Protection - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Poison Protection by 2 points for each ability level.
* Innate Regeneration - Type: Passive; Max - 3; Cost - 1; Requirements: Level - 51; This ability raises your regeneration ability by 1 point per ability level.
* Innate Run Speed - Type: Passive; Max - 3; Cost - 1; Requirements: Level - 51; This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
* Innate Strength - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Strength by 2 points for each ability level.
* Innate Wisdom - Type: Passive; Max - 5; Cost - 1; Requirements: Level - 51; This ability raises your base Wisdom by 2 points for each ability level.
* Instrument Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This Ability allows for improved use of all instrument types.
* Jam Fest - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to sing your songs at a higher apparent level. Note: This does not allow you to sing songs that are actually higher then your level.
* Jewel Craft Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces your chance of failing jewelcraft combinations by 10, 25, and 50 percent.

Thristam
08-18-2006, 09:24 AM
* Leech Touch - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you a life tap harm touch. Using this ability also uses your existing Harm Touch timer.
* Life Burn - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast a no-resist direct damage spell equal to that of your current hitpoints. The effect drains your life and provides a life bond effect that does 250 damage per tick, for 6 ticks.
* Mana Burn - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Mental Clarity at Level 3; This ability allows you to do non-resistible damage in an amount based off of your current mana.
* Mass Group Buff - Type: Activated, Refresh Time: 72 mins; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
* Mend Companion - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast a Lay of Hands type spell on your pet.
* Mental Clarity - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases your natural mana regeneration by 1 point per ability level.
* Natural Durability - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints which include stamina and stamina effects.)
* Natural Healing - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability raises your natural regeneration by one point per ability level.
* Nexus Gate - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you an instant-cast self gate spell to the Nexus.
* Permanent Illusion - Type: Passive; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to zone without losing your current Illusion.
* Pet Discipline - Type: Passive; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to give your pet a "hold all aggression" command. The pet will not attack anything that attacks it or its master until explicitly told to attack. Usage: /pet hold.
* Physical Enhancement - Type: Passive; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will give you additional improvements in your natural Durability, Avoidance Boost, and Mitigation Boost.
* Poison Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces your chance of failing on a poison combination by 10, 25, and 50 percent. It also reduces the time to apply poison by 2.5 seconds per ability level. Once one point is applied to this ability, you will never again fail in poison application.
* Purge Poison - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will remove all poisons from your body.
* Purify Body - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability removes all negative affects from your body except for fear, charm, and resurrection affects.
* Purify Soul - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Healing Gift at Level 3; This ability allows you to cast a spell that cures all aliments except for charm, fear, and resurrection effects.
* Quick Buff - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
* Quick Damage - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Spell Casting Fury at Level 3; This ability reduces the casting time on your damage spells that have a casting time greater than four seconds by 2, 5, and 10 percent.
* Quick Evacuation - Type: Passive.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the casting time on your evacuation and succor spells by 10, 25, and 50 percent.
* Quick Summoning - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.

Thristam
08-18-2006, 09:25 AM
* Rabid Bear - Type: Activated, Refresh Time: 120 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability turns you into a Rabid Bear, boosting all of your offensive capabilities.
* Rampage - Type: Activated, Refresh Time: 15 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to strike everything in a small radius.
* Rapid Feign - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces your reuse time on feign death by 10, 25, and 50 percent.
* Return Kick - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you the chance to automatically perform a bonus flying kick on ripostes 25, 35, and 50 percent of the time.
* Scribble Notes - Type: Passive; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will reduce the amount of time that it takes you to memorize a song.
* Singing Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows for specialization and improved use of your voice.
* Slay Undead - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Combat Fury at Level 3; This ability will cause your criticals to inflict greatly improved damage versus the undead.
* Soul Abrasion - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you increased damage off of the lifetap procs that result from your self buffs.
* Spell Casting Deftness - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability reduces the casting time of beneficial spells with a cast time greater then four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
* Spell Casting Expertise - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
* Spell Casting Expertise - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
* Spell Casting Fury - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability gives you a chance to land critical hits with your direct damage spells. This ability increases your chance to score a critical by 2, 4, and 7 percent.
* Spell Casting Fury Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Spell Casting Fury; This ability gives you an increased chance to score a critical hit with your direct damage spells.
* Spell Casting Mastery - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle (or miss song notes) and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
* Spell Casting Reinforcement - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
* Spell Casting Reinforcement Mastery - Type: Passive; Max - 1; Cost - 8; Requirements: Level - 59, Spell Casting Reinforcement at Level 3; This ability increases the duration of beneficial buffs that you cast by an additional 20 percent.
* Spell Casting Subtlety - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
* Strong Root - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will grant you the ability to cast an extremely low resistance Root-type spell.
* Turn Summoned - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Spell Casting Fury at Level 3; This ability grants you an AE Fear DoT spell useful against summoned creatures. Each ability level amplifies the damage.
* Turn Undead - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability grants you an AE Fear DoT spell useful against undead. Each ability level amplifies the damage.
* Unholy Steed - Type: Activated, Refresh Time: 01 secs.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability provides you with the power to call the ultimate unholy steed to your side.
* Warcry - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Fear Resistance at Level 3; This ability will allow you to make your entire group immune to fear for a period of time based on ability level.

fathernitwit
08-20-2006, 04:38 AM
stuff like this belongs on the wiki... it will just get lost on the forums.

fathernitwit
08-20-2006, 05:01 AM
heres my quick comments on your DB ideas:

aa_character:
the two min_* fields should not be there, as they are not character specific.
Further, they are already be specified in altadv_vars.
the remaining fields from aa_character would belong in the character table,
but there are more fields from the player profile which would be needed to make
their removal from the blob complete... and it should really be an all or nothing thing.

aa_info:
table should be normalized:
(character_id, aa_skill_id)
and thats it.

aa_data:
this table is a mess, it contains components from several different concepts:
Its only purpose should be to tell eqemu what to do with this AA.
this is what aa_actions is for, so what your really proposing is a mod to aa_actions.
the key should be aa_skill_id (aa_actions was aaid,rank but needs changing too since soe changed it)
aa_name, aa_class,aa_cost,aa_type,level, restriction... are already in altadv_vars
im not sure I see the usefuless of the other fields which are not in aa_actions either.

Thristam
08-21-2006, 03:40 AM
aa_character:
the two min_* fields should not be there, as they are not character specific.
Further, they are already be specified in altadv_vars.

Understood. The idea of this diagram was to replace whats currently in altadv_vars, aa_levels and aa_action to make it more customizable. Setting the min fields in the root of the db tree structure was to give the option to customize. Im getting the feeling that that isnt going to fly tho. Im assuming there is somthing im not understanding from a development standpoint on changing the current structure?

The remaining fields from aa_character would belong in the character table,
but there are more fields from the player profile which would be needed to make
their removal from the blob complete... and it should really be an all or nothing thing.

Ok, gotcha. Is there somwhere where what information is contained within the player profile? I would take a stab at trying to give you the fields you want if i had an idea of what was hidden inside there =). Just need to get a dummy profile if possiable.

aa_info:
table should be normalized:
(character_id, aa_skill_id)
and thats it.

OK. The idea behind the info table was to allow for custom ranks. I didnt wanna use the current structure cos i was concerned i that we would get stuck using preset ranks. But again, im getting the feeling that this is too much change and not what you really need. You need somthing that will enhance the current structure, not change it.

aa_data:
this table is a mess, it contains components from several different concepts:
Its only purpose should be to tell eqemu what to do with this AA.
this is what aa_actions is for, so what your really proposing is a mod to aa_actions.

No, i was proposing to replace it. Again, prolly a bad idea. Like you said, its purpose is to tell the code what to do with this AA. So if an AA ability did anything, it would be available in this table. This was to insure that a custom rank could have custom abilities.

the key should be aa_skill_id (aa_actions was aaid,rank but needs changing too since soe changed it)
aa_name, aa_class,aa_cost,aa_type,level, restriction... are already in altadv_vars
im not sure I see the usefuless of the other fields which are not in aa_actions either.

Ok, here is somthing I didnt understand. we are following a table naming set based on the code that we get from SOE? Now that i think about that it makes sense. My changes are prolly pretty far out then. I was under the impression that you were looking for somthing to replace the current aa db structure. But i think Im way way off from what your looking for.

Ill make the suggested changes and see what we end up with hehe.

fathernitwit
08-24-2006, 01:25 PM
basically, altadv_vars and aa_levels come from SOE, and are ridgid. Really the thing which needs to be done with AAs is to modify aa_actions to better cover all of the things which AAs can do/modify, fill in that table, and implement their handling.