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  #1  
Old 12-31-2012, 11:02 PM
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revloc02c
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Default 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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  #2  
Old 01-01-2013, 12:10 AM
Kayen
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The system itself was not significantly changed. The major improvement is that almost all AA are handled in via the dbase tables and not hard coded in the source.

For more details see the change log .http://projecteqemu.googlecode.com/s.../changelog.txt

I started a wiki page for little more details on how it all works. Might be of use.
http://www.eqemulator.net/wiki/wikka.php?wakka=AAInfo

Kayen
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  #3  
Old 01-01-2013, 12:19 AM
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Akkadius
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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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  #4  
Old 01-01-2013, 03:36 AM
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revloc02c
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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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  #5  
Old 01-01-2013, 04:40 AM
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revloc02c
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Quote:
Originally Posted by Akkadius View Post
Yes, your man Kayen raised the roof and did a tremendous amount of work on AA's and Spells!
@Akkadius
Spells? Could you elaborate on that please? What did he do?
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  #6  
Old 01-01-2013, 04:50 AM
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Akkadius
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Quote:
Originally Posted by revloc02c View Post
@Akkadius
Spells? Could you elaborate on that please? What did he do?
Finished most of the unimplemented spell cases.
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  #7  
Old 01-01-2013, 05:12 AM
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revloc02c
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Quote:
Originally Posted by Kayen View Post
The system itself was not significantly changed. The major improvement is that almost all AA are handled in via the dbase tables and not hard coded in the source.

For more details see the change log .http://projecteqemu.googlecode.com/s.../changelog.txt

I started a wiki page for little more details on how it all works. Might be of use.
http://www.eqemulator.net/wiki/wikka.php?wakka=AAInfo

Kayen
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)
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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  #8  
Old 01-01-2013, 05:15 AM
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revloc02c
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Quote:
Originally Posted by Akkadius View Post
Finished most of the unimplemented spell cases.
So are you referring to the spells_us.txt and spells_en.txt files or something else?
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  #9  
Old 01-01-2013, 06:10 AM
Kayen
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Quote:
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?
If you have AA stacking turned on, you probably need to make sure the sof_max_level is also set correctly. I am guessing that is what is overriding your changes.

It also is not as simple just adding the max level, you will actually need the aaid's for all those levels. Every level needs to have its own unique 'skill_id' even if its not in the table. That is why the 'skill_id' have gaps.

So if you make AA with skill_id 200 have 20 ranks its really 200-220.

It is better to use the AA stacking for making AA's with increased ranks, see examples in the dbase like combat stability ect.

To the other post.

I implemented almost all the 'spell effects' that exist for spells in the spells_us ect. So all spells should work properly at least through underfoot.
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  #10  
Old 01-01-2013, 02:21 PM
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revloc02c
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Hey Kayen,

Thanks for your replies, and thanks for your work on this. I think I am starting to understand, and I believe I can really use this system (man, I've been hoping someone would do this...thanks again, I really appreciate that I can reap rewards from your hard labor).

I see AA:Stacking in the rule_values table an it is set to "true".
Quote:
Originally Posted by Kayen View Post
you probably need to make sure the sof_max_level is also set correctly. I am guessing that is what is overriding your changes.
What is a correct setting? Take Innate STR as an example, 5 ranks from Innante Strength, and 10 from Advanced Innate Strength makes 15 which is what is in the sof_max_level from both rows, have I got that right?

And so say I want to add more STR, like Adv Innate STR II, 20 ranks of it. You're saying the best way is to make a new row for it, give it a free skill_id (2001 is free), make "Advanced Innate Strength" a prereq for it (maybe this step is optional?), and change the sof_max_level to 35 (15 existing + my 20 more) in all three innate STR rows? Have I got that correct? And then make corresponding entries in the aa_effects table that look very similar to "Advanced Innate Strength" entries except use aaid 2001-2020?

And one more thing, I use the Titanium client, is that going to put a damper on any of this?
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  #11  
Old 01-01-2013, 03:04 PM
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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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  #12  
Old 01-01-2013, 07:14 PM
wolfwalkereci
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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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  #13  
Old 01-01-2013, 10:56 PM
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revloc02c
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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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  #14  
Old 01-01-2013, 11:26 PM
sorvani
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Without sitting down and doing it myself, it sounds right.
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  #15  
Old 01-02-2013, 12:45 AM
Kayen
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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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