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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |
12-31-2012, 11:02 PM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Were AAs revamped?
Pardon me, I recently returned to the forums a couple months ago, and I swear I saw a post back then that indicated that there was a new AA system or something like that. Now I am searching and searching for it and I can't find it. Maybe it was a new expansion's AAs that someone was talking about. Please, can someone tell me if the AA system was recently revamped/changed/improved?
Last edited by revloc02c; 12-31-2012 at 11:03 PM..
Reason: punctuation
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01-01-2013, 12:19 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Yes, your man Kayen raised the roof and did a tremendous amount of work on AA's and Spells!
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01-01-2013, 03:36 AM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Yes! Thank you. This is exactly what I was hoping for--the ability to tweak and change AAs with the databse! Thanks for all your hard work and for pointing me to this.
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01-01-2013, 04:40 AM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Quote:
Originally Posted by Akkadius
Yes, your man Kayen raised the roof and did a tremendous amount of work on AA's and Spells!
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@Akkadius
Spells? Could you elaborate on that please? What did he do?
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01-01-2013, 04:50 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,071
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Quote:
Originally Posted by revloc02c
@Akkadius
Spells? Could you elaborate on that please? What did he do?
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Finished most of the unimplemented spell cases.
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01-01-2013, 05:15 AM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Quote:
Originally Posted by Akkadius
Finished most of the unimplemented spell cases.
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So are you referring to the spells_us.txt and spells_en.txt files or something else?
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01-01-2013, 05:12 AM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Quote:
Originally Posted by Kayen
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Hey Kayen, I've been messing with this and I have a question. In the excellent wiki you wrote is says:
Quote:
max_level
How many ranks the AA has for its specific tier (max 20)
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I tried setting some of them to 20 and they only went up to what they had been previously set to (5). Was there something else I had to change, or have I misunderstood something?
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01-01-2013, 03:04 PM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Hmm, I just realized it says to choose a name already in the dbstr_us file. So my scenario might not be the right way to do it. Let me try a rewrite and tell me if I am thinking through this correctly.
I want to add more STR, and re-do "Innate Strength" so that there's 20 ranks of it. Copy "Innate Strength" to a new row and give it a free skill_id (2001 is free). And then delete the old "Innate Strength" row (so there's not a duplicate). Change the max_level to 20, and change the sof_max_level to 30 (my 20 + 10 more from "Advanced Innate Strength") in both innate STR rows? And then change the corresponding entry in the aa_effects table so that the aaid number references 2001. Is that right?
And I am still hoping that the Titanium client won't have any problems with this. True?
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01-01-2013, 07:14 PM
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Discordant
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Join Date: Dec 2005
Posts: 435
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The wiki page is really nice. I added it to my bookmark.
Thank you for all the work you have done on the AA man
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01-01-2013, 10:56 PM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Crap. I've been working on this for a while and I am not getting it. Is there someone that knows what to do that could check my two previous posts and see if you can set me straight and get me on the right path please?
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01-02-2013, 12:45 AM
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Developer
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Join Date: Mar 2009
Location: -
Posts: 228
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First Titanium clients can not display AA's as stacking.
You will just see an individual line for each AA that has a skill_id.
Now for what you want to accomplish.
You want to add another 20 ranks of STR.
Lets say you want to add this to the existing 15 ranks.
First copy and paste 'skill_id 292 Advanced Innate Strength' to a new row and rename it 'skill_id 2000 Advanced Innate Strength II'
For 'skill_id 2000 Advanced Innate Strength II' change max_level = 20, sof_max_level = 35, sof_current_level = 15,
For 'skill_id 292 Advanced Innate Strength' change sof_max_level = 35, sof_next_id = 2000,
For 'skill_id Innate Strength' change sof_max_level = 35,
In the AA effects table you will want to add some thing like this, which gives +2 STR per point.
3000 2000 1 4 2 0
3001 2001 1 4 4 0
3002 2002 1 4 6 0
3003 2003 1 4 8 0
3004 2004 1 4 10 0
3005 2005 1 4 12 0
3006 2006 1 4 14 0
3007 2007 1 4 16 0
3008 2008 1 4 18 0
3009 2009 1 4 20 0
3010 2010 1 4 22 0
3011 2011 1 4 24 0
3012 2012 1 4 26 0
3013 2013 1 4 28 0
3014 2014 1 4 30 0
3015 2015 1 4 32 0
3016 2016 1 4 34 0
3017 2017 1 4 36 0
3018 2018 1 4 38 0
3019 2019 1 4 40 0
This the basics of what you need to do.
Kayen
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01-02-2013, 08:03 PM
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Hill Giant
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Join Date: Aug 2010
Location: UT
Posts: 215
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Thanks again Kayen for walking me through this. I got it all to work except for one thing. In game, in the AA window my new AA is labeled:
It all functions correctly, but just the name is odd. Do I need to edit the dbstr_us file?
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01-01-2013, 11:26 PM
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Dragon
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Join Date: May 2010
Posts: 966
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Without sitting down and doing it myself, it sounds right.
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01-02-2013, 12:59 AM
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Discordant
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Join Date: Dec 2005
Posts: 435
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That is a good working example many people can look at and follow Kayen.
Even a total nub like myself!
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