View Full Version : Increased Spell Duration Question
mastajon
10-22-2009, 02:28 AM
So the spell effect Increase Spell Duration has been giving me an issue. It is increasing the the Discipline timer on some disciplines to be instant repop and/or stay up permanently. Is there any way i can change the disc it self to avoid this or how would i go about fixing this problem?
Shin Noir
10-22-2009, 04:08 AM
Uhh, I think effectid 311 will stop it (Limit: Combat Skills Not Allowed) but not 100% sure.
edit: I peeked at source and I don't think this stops it. I'm not sure spell duration should be affecting combat abilities in the first place.. Does anyone know if on live you should be able to make Defensive discipline longer duration by focus effect?
That sounds wrong to me at least.
If you can, report the skill that is activating from the focus effect, I may peek around and see if I can find a fix.. (If nobody else replies with it). i'll give a day or two for others to check it out who may know more about this area. :P
mastajon
10-22-2009, 04:17 AM
Is there a list somewhere that gives me a layout of what each focus does or how it works? im kinda new to the spell editing thing.
Shin Noir
10-22-2009, 04:39 AM
Actually, I'm not sure there is. You can use various spell editors to get a brief description, but they aren't always very informative.  EQ lucy has brief descriptions too (I google EQ lucy and lucy is always first result).
But I find the best way (if you know C++ at least a bit), I figure out the spell info via a spell dump program like spell convert (in utils of svn) then take that data it dumps and find the ID in zone/spdat.h to get the #define name, then do a solution search for that in the SVN source to see what areas of the code call it.
Yeah, a lot of steps, kind of annoying really.. But there's a lot of spell effects out there that haven't been implemented. (I keep adding (http://www.eqemulator.net/forums/showthread.php?t=29683)  as I get [url=http://www.eqemulator.net/forums/showthread.php?t=29688]time (]http://www.eqemulator.net/forums/showthread.php?t=29684some[/url)), and some times they write a note about it, e.g.:
#define SE_MitigateDamageShield		305 //not implemented
#define SE_WakeTheDead2				306 //not implemented
#define SE_Appraisal				307 //not implemented
#define SE_SuspendMinion			308 //not implemented
#define SE_YetAnotherGate			309 //not implemented, spell 5953
#define SE_ReduceReuseTimer			310 //not implemented
#define SE_NoCombatSkills			311 //not implemented
#define SE_Sanctuary				312 //not implemented
#define SE_SummonToCorpse			332 //not implemented
#define SE_EffectOnFade				333 //not implemented
#define SE_PercentXPIncrease		337	//not implemented
#define SE_SummonAndResAllCorpses	338	//not implemented
#define SE_TriggerOnCast			339	//not implemented
#define SE_ImmuneFleeing			342	//not implemented
#define SE_InterruptCasting			343	//not implemented. % chance to interrupt spells being cast every tic. Cacophony (8272)
#define SE_Unknown352				352	//not sure. looks to be some type of invulnerability? Test ITC (8755)
#define SE_Unknown353				353	//not sure. looks to be some type of invulnerability? Test ISC (8756)
#define SE_Unknown354				354	//not sure. looks to be some type of invulnerability? Test DAT (8757)
#define SE_Unknown355				355	//not sure. looks to be some type of invulnerability? Test LT (8758)
#define SE_SpellOnDeath				365	//not implemented. casts base2 spell on the originator of the spell base1 % of the time when the person it was cast on dies. have to be >= max (level) for it to work?
#define SE_Unknown366				366	//not sure. assume it has something to do with Corruption, maybe counters? wasn't implemented until Serpent's Spine, so not a big deal right now. Corr Test 1 (9428)
#define SE_AddBodyType				367	//not implemented. adds body type of base1 so it can be affected by spells that are limited to that type (Plant, Animal, Undead, etc)
#define SE_FactionMod				368	//not implemented. increases faction with base1 (faction id, live won't match up w/ ours) by base2
#define SE_CorruptionCounter		369	//not implemented. wasn't added until Serpent's Spine, so we can't really do much w/ it
#define SE_ResistCorruption			370	//not implemented. ditto
there's a lot more.
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