Go Back   EQEmulator Home > EQEmulator Forums > Support > Spell Support

Spell Support Broken Spells? Want them Fixed? Request it here.

Reply
 
Thread Tools Display Modes
  #1  
Old 02-07-2015, 12:00 AM
Cassieze
Sarnak
 
Join Date: Aug 2005
Posts: 34
Cool AA effects

Is there a way to make it so AA's that are classified as effects (passives) have stats other than base1 and base2. (Give them base,limit,max,formula).

My goal with this is essentially to make an AA to give increased accuracy/hit chance (184) to archery (skill type 7) however I could see turning this into giving them a buff like spirit of panther that creates a proc effect


Both of those require using the limit function.

OR something even crazier that there's a chance when you are hit that it spawns an invisible man holding that putrid looking effect (IT11519) 2 yards behind you that casts a 2 tick dot with initial damage. (11515 would probably also work)

The important thing is that is is always there!

Any help would be great. This might need to get moved <shrug>
Reply With Quote
  #2  
Old 02-07-2015, 03:29 AM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default

What you want to do already can be done.

Base1 = base (for spells)
Base2 = limit (for spells)

But simply setting an AA in aa_effects
effectid 184
Base 100 (100 pct)
Base2 7 (Archery skill)
Reply With Quote
  #3  
Old 02-11-2015, 09:31 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default

Kayen is there a way to restrict custom made AA's to a qglobal?
Reply With Quote
  #4  
Old 02-11-2015, 09:50 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,165
Default

Ahh, what are you trying to do?
Reply With Quote
  #5  
Old 02-11-2015, 09:52 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default

Code:
12500	Zombie Bash	0	1	4294967295	4294967295	0	0	3	4294967295	4294967295	0	0	0	65534	0	1	0	3	4294967295	3	0	1	12500	1	0	0	0	0
Want to enable this for zombie races only, the "zombie" illusion is controlled by a qglobal and I was gonna tie this into it or somehow tie it to the players that choose the zombie race. Basically its the easiest way I could manipulate my server into giving the undead played races a unique ability. With this bash I want to tie it to a 5% chance to proc Disease cloud or some type of infectious based spell.
Reply With Quote
  #6  
Old 02-11-2015, 10:38 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default

Never mind, cant even get the new AA's to show up in game. Unless you can help with that haha
Reply With Quote
  #7  
Old 02-11-2015, 11:26 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default

I actually figured out how to restrict them and only accessible via quest... I compared it to the "blood" and "trials of MM" line of AA's and set the "special category". Now I just need to figure out how to get them to appear in game.
Reply With Quote
  #8  
Old 02-12-2015, 08:09 PM
Cassieze
Sarnak
 
Join Date: Aug 2005
Posts: 34
Default

what do you mean appear? make sure to add the appropriate lines to dbstr_us in the EQ client folder otherwise you see that nasty string thing..

Code:
12500^1^Zombie Bash^0
12500^2^Zombie^0
12500^3^Bash^0
12500^4^This ability allows you to bash as a zombie^0
tbh no idea why the 2 and 3 are necessary if they even are... Some seem to have it some dont.

to add via quest is $client->IncrementAA(12500);
Reply With Quote
  #9  
Old 02-13-2015, 07:47 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default

Like I added the AA, tied it to another dbstr just for testing (maybe that's wrong but I figured the dbstr was just for description) log into game and do not see the AA listed.
*edit* Just realized I may have had a conflicting AA. So I changed the Aa id and added the dbstr... will report back.
*edit2* Negative did not show up. Do I have to export my spell file?
*edit3* im an idiot and was basing my new Aa off a passive ability not an active.
*edit4* Added the spell and the timers and reuse etc, still the AA will not appear whether or not if I set it at quest awarded or standard all all AA. I give up lol
Reply With Quote
  #10  
Old 02-14-2015, 12:45 PM
Cassieze
Sarnak
 
Join Date: Aug 2005
Posts: 34
Default

there might be some sort of thing where aas are not considered over a specific number (i mightve read this somewhere while searching forums for something) in any case the range 2000 and up to like 4600 is open.

If not that then make sure the sof description is the same as the title SID and description SID.

also make sure the SOF max level is set to however many ranks of the ability you have

Let me know if these help
Reply With Quote
  #11  
Old 02-14-2015, 03:30 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default

Actually, in going through in setting that up , cant believe I didn't notice the giant AA id gap between 2k and 4600, I realized I had a few other categories wrong. Testing now, and thanks a ton Cassieze
Reply With Quote
Reply

Thread Tools
Display Modes

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 10:08 AM.


 

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