Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::General Support

Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself.

Reply
 
Thread Tools Display Modes
  #1  
Old 07-03-2014, 09:09 AM
Trubles
Sarnak
 
Join Date: May 2014
Posts: 80
Default special_abilities

How does this field work?

I cannot grasp an understanding as to why it would change from unique lettering for special attacks, to mixed numbers that aren't batch editable, unless I'm clinically retarded.

wat

Thanks guys if someone could explain.
Reply With Quote
  #2  
Old 07-03-2014, 04:52 PM
Kingly_Krab
Administrator
 
Join Date: May 2013
Location: United States
Posts: 1,594
Default

This field works similarly to the old special attacks. This field has new functionality that the older field does not, here's the page for more information on it.


Also, to set a special ability to active you set the column to #,1^#,1^#,1 where # is the special ability, ",1" is setting it to active, and ^ is the separator between abilities.
Reply With Quote
  #3  
Old 07-03-2014, 10:15 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

The reasons it changed were:
- We were close to running out of letters and some of the letters that we were forced to use made absolutely no sense.
- This way allows for expanded functionality where each ability can have parameters.

Example using summon doing something that wasn't possible before:
Code:
1,1,1000,100
This tells the npc that it has special attack summon target to itself on a 1000ms(1 sec) cd so long as it's hp <= 100%.

Alternatively you could do:
Code:
1,2,6000,97
This tells the npc that it has special attack summon itself to its target on a 6000ms(6 sec) cd so long as it's hp <= 97%.

Such things had to be hard coded before but now we can set them up so they don't have to be if we so wish.
Reply With Quote
  #4  
Old 07-04-2014, 02:20 AM
Burningsoul
Banned
 
Join Date: Oct 2009
Posts: 312
Default

^ That's actually really swank. Thumbs way up!
Reply With Quote
  #5  
Old 07-06-2014, 10:09 PM
Trubles
Sarnak
 
Join Date: May 2014
Posts: 80
Default

I've been trying to find a way to batch remove special attacks, still cant grasp it.
Reply With Quote
  #6  
Old 07-30-2014, 05:15 AM
vsab's Avatar
vsab
Discordant
 
Join Date: Apr 2014
Location: United Kingdom
Posts: 276
Default

Necro'ing this since I was trying to work out how this field worked too...

I had a look at mass editing too, and basically using pure SQL you can't do it without borking stuff. e.g.

Code:
UPDATE npc_types
SET special_abilities = replace(special_abilities, '1,1','');
will nuke Immune to fleeing- "21,1" and so on. This seems to add a regex replace: https://github.com/hholzgra/mysql-udf-regexp but I have nfc on UDF's for mysql. Tbh if I ever needed to I would just write a tool to do it programmatically, but a work around would be to dump the table as a text file and use your favourite regex enabled program to work it's magic - sed, or even notepad++, and then re-import.
Reply With Quote
Reply

Tags
akkadius


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 07:54 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3