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  #1  
Old 10-09-2003, 02:34 PM
Pebblez
Fire Beetle
 
Join Date: Sep 2003
Posts: 13
Default Spell Editor

anyone working on a new one since the LDoN spells have a bunch of unknown effects?
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  #2  
Old 10-10-2003, 01:36 AM
Merth
Dragon
 
Join Date: May 2003
Location: Seattle, WA
Posts: 609
Default

No one is working on a new one at the moment. Volunteers?
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  #3  
Old 10-10-2003, 01:36 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

You could easily take kaiyodos and make the few changes.

http://www.geocities.com/kaiyodouk/
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  #4  
Old 10-10-2003, 04:27 PM
Pebblez
Fire Beetle
 
Join Date: Sep 2003
Posts: 13
Default

i would but im not that good with c++ yet
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  #5  
Old 10-24-2003, 05:37 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

I need one for two projects i've been working on.

Ascendra, a race velious pvp server.
http://www.team-maia.com/ascendra

Will need this to edit teleport spells and such as its all within velious.

And a 2fort/2fort4 EverQuest server. (halflife .map to .bsp, then .bsp to 3d studios max, bring it over to openzone then put it into eastcommons with custom textures then start working on the database).

With the 2fort i'll be making custom spells and edit things so it feels more like tf. (A lot of people got interested in this, so i've been working with a few people).

So I may be able to update this spell editor, as it's a crucial part to the projects.
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  #6  
Old 10-24-2003, 01:17 PM
killspree
Dragon
 
Join Date: Jun 2002
Posts: 776
Default

Oct. 9th client uses spells_us.txt btw
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  #7  
Old 10-25-2003, 08:59 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

yeah, I noticed that. Minilogin is somewhat messed due to that fact too.
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  #8  
Old 10-31-2003, 05:55 AM
ric0h
Sarnak
 
Join Date: Oct 2003
Posts: 32
Default

anyone knows the data format for the spells_us.txt? I've done some decoding but still miss some fields. If there would be volunteers to help me decode the rest of unknown fields I'll post the table format.
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  #9  
Old 10-31-2003, 06:05 AM
devn00b's Avatar
devn00b
Demi-God
 
Join Date: Jan 2002
Posts: 15,658
Default

Same as spells_en.txt....spells_us.txt is just a rename.
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Most Senior EQEMu Member.

Current Work: EverQuest 2 Emulator. Zeklabs Server
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  #10  
Old 10-31-2003, 08:52 AM
ric0h
Sarnak
 
Join Date: Oct 2003
Posts: 32
Default

Quote:
Originally Posted by /dev/n00b
Same as spells_en.txt....spells_us.txt is just a rename.
LOL I know, I need the field names/table structure for spells_en.txt then. And don't mention the spdat
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  #11  
Old 11-11-2003, 09:29 AM
Tech_Gnome
Fire Beetle
 
Join Date: Oct 2003
Posts: 7
Default Spells_en.txt File Fields... All I know of Thus far..

Here's the fields, in order of how they're pulled out of the file.. at least this is what i've been able to figure out...

Code:
ID
Name
TargetName
extra
YouCast
SomeoneElseCasts
CastonYou
CastonOther
SpellFades
Range
AERange
Pushback
PushUp
CastTime
FizzleTime
RecastTime
DurationFormula
Duration
AEDuration
ManaCost
Base1
Base2
Base3
Base4
Base5
Base6
Base7
Base8
Base9
Base10
Base11
Base12
Base2_1
Base2_2
Base2_3
Base2_4
Base2_5
Base2_6
Base2_7
Base2_8
Base2_9
Base2_10
Base2_11
Base2_12
Max1
Max2
Max3
Max4
Max5
Max6
Max7
Max8
Max9
Max10
Max11
Max12
BookIcon
GemIcon
ReagentID1
ReagentID2
ReagentID3
ReagentID4
ReagentCount1
ReagentCount2
ReagentCount3
ReagentCount4
Focus1
Focus2
Focus3
Focus4
Calc1
Calc2
Calc3
Calc4
Calc5
Calc6
Calc7
Calc8
Calc9
Calc10
Calc11
Calc12
LightType
SpellType
Activated
SpellCategory
Attrib1
Attrib2
Attrib3
Attrib4
Attrib5
Attrib6
Attrib7
Attrib8
Attrib9
Attrib10
Attrib11
Attrib12
TargetType
FizzleAdj
SpellSkill
Location
Environment
Unknown92
War
Cle
Pal
Rng
Shd
Dru
Mnk
Brd
Rog
Shm
Nec
Wiz
Mag
Enc
Bst
CastingAnim
TargetAnim
TravelType
SpainDex
Unknown112
Unknown113
ImbueBlackSapphire
ImbueRuby
ImbueAmber
ImbueRoseQuartz
ImbuePeridot
ImbueSapphire
ImbuePlainsPebble
ImbueDiamond
ImbueBlackPearl
ImbueTopaz
ImbueJade
ImbueOpal
ImbueFireOpal
ImbueIvory
ImbueEmerald
Unknown29
Unknown130
Unknown131
SpellIcon
SpellAnim
Uninterruptable
ResistAdj
Dotstackingexempt
Deletable
AutoCast
Unknown139
Unknown140
Unknown141
ShortBuff
DescNum
Unknown144
Unknown145
Unknown146
Unknown147
Unknown148
Unknown149
Unknown150
Unknown151
Unknown152
Unknown153
Unknown154
Unknown155
Unknown156
The Imbue fields I chose above.. The only reason those columns are there, from what i've been able to discern is to distinguish the Imbue spells from one another. Hopefully someone can take what i've done and actually do something with it.
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  #12  
Old 11-11-2003, 05:55 PM
ric0h
Sarnak
 
Join Date: Oct 2003
Posts: 32
Default

Well they're not only Imbue, they are Deity fields, but they affect imbues primarily

after november 5 patch, all these fields have changed their offsets. so the sequence is wrong.
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  #13  
Old 11-12-2003, 01:04 AM
Tech_Gnome
Fire Beetle
 
Join Date: Oct 2003
Posts: 7
Default

Hmm, I guess then in that case, each column represents a deity. It's all ones in all the columns anyway, where the spells are represented.

Oh, and this list is taken from the spells_us.txt file I pulled from my EQ directory 3 days ago, the sequence should be correct.

Edit: Here's the listing of the deitys in order, to replace the Imbues I have above:

Black Sapphire = Bertoxxulous
Ruby = Brell Serilis
Amber = Cazic Thule
Rose Quartz = Erollisi Marr
Peridot = Bristlebane
Sapphire = Innoruuk
Plains Pebble = Karana
Diamond = Mithaniel Marr
Black Pearl = Prexus
Topaz = Quellious
Jade = Rallos Zek
Opal = Rodcet Nife
Fire Opal = Solusek Ro
Ivory = Tribunal
Emerald = Tunare
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  #14  
Old 11-12-2003, 06:04 AM
Tech_Gnome
Fire Beetle
 
Join Date: Oct 2003
Posts: 7
Default

well, i've got the spell data in a MySQL database.. and I have the in-game spell text from the eqstr_en.txt file as well, in another table. I just dumped both of 'em from the database and saved 'em to a website. If you want to download them both, you can get them here:

http://www.geocities.com/necromancer_realm/spells.zip

Since remote linking isn't allowed, so you'll have to copy/paste the link into a new browser window.

Also, the spell fields are the same as what I posted yesterday, I've not had the time to change 'em yet. I might also be able to help a little with the Spell editor.. i'm a little rusty with my C++ but i may be able to help.
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