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  #1  
Old 12-20-2017, 09:50 PM
Riklin
Hill Giant
 
Join Date: May 2003
Location: Tacoma, WA
Posts: 220
Default ROF Client - Commons Port Spell Problems

So I took the plunge and started using the ROF2 client. I've had it for a few years, but Have stuck with Underfoot client until now. On Hall's Havoc server, we use the old classic West and East Commons, the old classic zones, West Freeport, East Freeport, North Freeport, etc... Anyway, there are several port spells for the commons area.

There is the wizard spells and the druid spells.

The wizard gate spells for commons drops you off in the EC tunnel.

The druid spells drop you off in the middle of East Commonlands, near the Nekultos woods zone line.


Is this ROF2 client really an option for older classic servers?

Last edited by Riklin; 12-20-2017 at 09:50 PM.. Reason: Typo in Title...
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  #2  
Old 12-21-2017, 11:46 AM
Yard Dogg's Avatar
Yard Dogg
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Join Date: Jul 2017
Posts: 32
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If you are on someone else's server, their database spell table gets edited for
where those druid and wizzy spells will put your client, as well as your client
needing the files for those older zone versions. I use all those older zones on
my own server and have it all setup to port where it supposed to.
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  #3  
Old 12-21-2017, 05:15 PM
Riklin
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Join Date: May 2003
Location: Tacoma, WA
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I don't think that's correct. The Hall's Havoc server has been up for around 5 years now, in various configurations and I've tested all of the various "stanedard" clients. The server currently supports up thru Velious. SoD, Titanium, and Underfoot all work perfectly. It's just RoF2 that is off. I think the spell destination is hard-coded in the spell effects file of the client.
The spells I'm specifically referring to are Common Gate, Common Portal, Ring of Commons, and Circle of Commons. The gate and Portal spells put you in the middle of the EC Tunnel where the NPCs are. The circle and ring spells put you in the middle of East Commons, but within eyesight of the Nekultos zone... RoF2 was set up when Commons was combined into a single zone, therefore the older zone destinations are probably no longer correct, which seems to support my theory.

Is there a way to fix these port destinations for the RoF2 client without editing the spelleffects file?
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  #4  
Old 12-21-2017, 06:26 PM
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The_Beast
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Join Date: May 2016
Location: Under a rock
Posts: 290
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Quote:
Originally Posted by Riklin View Post
I think the spell destination is hard-coded in the spell effects file of the client.
Pssst, buddy. Your suspicions are wrong. Pay attention to dogg's post. I use the old zones on my work too and I edited
the spell table in the database to have all druid and wizard port spells go to the old zones. I use RoF2 (on my server)
and when I click on a port spell, it lands in the zone I want it to and it lands on the x,y,z location that I put in the spell
table. It really is that simple. So one of two things is happening in your issue. Either your rof2 client needs missing files
or the "server" database needs editing.
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  #5  
Old 12-21-2017, 07:36 PM
Riklin
Hill Giant
 
Join Date: May 2003
Location: Tacoma, WA
Posts: 220
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I'm OK with editing the server files. I do it all the time. My question to you is why does it work perfectly for SOD, Underfoot and Titanium then?
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  #6  
Old 12-21-2017, 07:41 PM
Splose
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Join Date: Apr 2014
Posts: 279
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Quote:
Originally Posted by Riklin View Post
I don't think that's correct. The Hall's Havoc server has been up for around 5 years now, in various configurations and I've tested all of the various "stanedard" clients. The server currently supports up thru Velious. SoD, Titanium, and Underfoot all work perfectly. It's just RoF2 that is off. I think the spell destination is hard-coded in the spell effects file of the client.
The spells I'm specifically referring to are Common Gate, Common Portal, Ring of Commons, and Circle of Commons. The gate and Portal spells put you in the middle of the EC Tunnel where the NPCs are. The circle and ring spells put you in the middle of East Commons, but within eyesight of the Nekultos zone... RoF2 was set up when Commons was combined into a single zone, therefore the older zone destinations are probably no longer correct, which seems to support my theory.

Is there a way to fix these port destinations for the RoF2 client without editing the spelleffects file?
No.

Any time you make a spell change you will need to change those values in the spells_new file in your database. Generally when doing this anyone who plays on your server will need to then download your specific spells_us.txt but with this change it is unnecessary assuming you're editing the same spell and not adding a new one.
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