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. |
What is the 'clicktype' of the item?
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Quote:
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Have you compared this item against an known clickie in the database that does show just to verify flags/values?
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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.
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Did you define 'clickeffect' and use that as a reference for db_str?
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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. |
Right, I was looking at one of the bridles I had up for comparison.
It, too, was type 1. |
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.
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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. |
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 |
Interesting, will try lowering the ID again when I get home. Thanks for the query.
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You're welcome, I forget who originally wrote it, but it was long while back, I just hold on to nifty stuff, haha.
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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.
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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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