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-   -   Clicky spell not showing on item (https://www.eqemulator.org/forums/showthread.php?t=39873)

chrsschb 07-21-2015 02:01 PM

Clicky spell not showing on item
 
So I modified the Key of Veeshan to be a wearable necklace, has stats, and also created a teleport spell called Call of Veeshan that teleports owners to Veeshan's Peak. My issue is that the clicky does not show on the item. However, the clicky works.

http://i.imgur.com/mH4wPXN.png

So even though you don't see any clicky spell, if you right click it, it works. I have given myself an updated spells_us and dbstr_us file as well, didn't change anything.

Kingly_Krab 07-21-2015 04:59 PM

What is the 'clicktype' of the item?

chrsschb 07-21-2015 05:28 PM

Quote:

Originally Posted by Kingly_Krab (Post 241961)
What is the 'clicktype' of the item?

1: Clickable from Inventory

Uleat 07-21-2015 08:04 PM

Have you compared this item against an known clickie in the database that does show just to verify flags/values?

chrsschb 07-21-2015 08:21 PM

Yeah, compared it to another ring with a proc, the only difference is the click type (4 vs 1). I have other custom items that display clickies just fine. It seems to be specific to this custom spell.

Uleat 07-21-2015 08:37 PM

Did you define 'clickeffect' and use that as a reference for db_str?

chrsschb 07-21-2015 08:53 PM

Yes, the click effect works fine. I, and others, have tested it multiple times. You right click the item, NO CAST BAR, but after the 8 second cast time you load into VP.

The spells themselves aren't defined in dbstr_us. I used another teleport spell as a reference.

Uleat 07-21-2015 09:05 PM

Right, I was looking at one of the bridles I had up for comparison.

It, too, was type 1.

NatedogEZ 07-22-2015 03:03 AM

The spell ID is too high I am guessing and it is not showing up on the item. I have done this myself a long time ago when making items. You need to stay within the spell ID range for whatever client you are trying to support.

chrsschb 07-22-2015 08:28 AM

Underfoot, spell ids under a 32767 seems to be fine as this is what I had to do to get the other custom spells I've created so far to work correctly.

You were part of that discussion actually: http://www.eqemulator.org/forums/sho...49&postcount=9


There's a big blank void in the 28000 range so that's where I've been putting my custom spells.

Kingly_Krab 07-22-2015 08:54 AM

Actually, some client-side limitations have been noticed, like around the 28,000+ area spells start to have weird issues client-side on Underfoot. Such as the inability to accurately see the spell, regardless of it is in your spell file. There's a pretty cool query that allows you to find spell id ranges that are empty, I re-wrote it a little to sort by the amount of empty spell IDs in each range:
Code:

SELECT (a.id + 1) AS `START`, (MIN(b.id) - 1) AS `END`, ((MIN(b.id - 1)) - (a.id + 1)) AS `AMOUNT` FROM spells_new AS a, spells_new AS b
WHERE (a.id < b.id) GROUP BY a.id HAVING (`START` < MIN(b.id))
ORDER BY `AMOUNT` DESC;

Also, for reference, here's a post by demonstar55: http://www.eqemulator.org/forums/sho...42&postcount=8

chrsschb 07-22-2015 09:05 AM

Interesting, will try lowering the ID again when I get home. Thanks for the query.

Kingly_Krab 07-22-2015 09:08 AM

You're welcome, I forget who originally wrote it, but it was long while back, I just hold on to nifty stuff, haha.

Shendare 07-22-2015 11:27 AM

Huh. The weirdness makes me wonder whether some part of the ancient cobbled code uses part of the spell id for a bitflag or something, thinking they'd never get above 16384. Random useless thought.

N0ctrnl 07-22-2015 11:43 AM

I had issues with this very thing when I was trying to create new port spells. It's very frustrating until you realize that's what it is. That query was a lifesaver. I have it saved for future reference. :)


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