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 01-04-2011, 01:42 PM
Astal
Hill Giant
 
Join Date: Mar 2010
Posts: 236
Default Best way to make spells unresistable to players?

For my named mobs I want the spells to be unresistable sadly most players have a high resist at this point and to change it i would have to rework gear ect... id rather not do that.

Is there a specific field in the spells table for each spell that refers to the chance for the spell to be resisted?
Reply With Quote
  #2  
Old 01-04-2011, 03:24 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 654
Default

In the spells_new table setting the field ResistDiff to -1000 should make the spell unresistable assuming your character resist levels are similar to live.
Reply With Quote
  #3  
Old 01-04-2011, 04:02 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 541
Default

If you set resisttype = 0 then its unresistable, however KLS recently added a new feature to NPC spellsets where you can input an override. So for example if you have an NPC casting Ice Comet, if you didnt want to make that spell unresistable(because players use it too), you could set the resist adjust field to like -1000 to make ice comets from that mob nearly unresistable.
Reply With Quote
  #4  
Old 01-05-2011, 12:05 AM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default

Huh that spell resist mod is quite nifty, sure makes life easier.
Reply With Quote
  #5  
Old 01-05-2011, 03:17 PM
Astal
Hill Giant
 
Join Date: Mar 2010
Posts: 236
Default

Quote:
Originally Posted by Caryatis View Post
If you set resisttype = 0 then its unresistable, however KLS recently added a new feature to NPC spellsets where you can input an override. So for example if you have an NPC casting Ice Comet, if you didnt want to make that spell unresistable(because players use it too), you could set the resist adjust field to like -1000 to make ice comets from that mob nearly unresistable.
K ive been using nulls spell editor and the field was called Mod, wasnt sure if that was resist mod or not but now I know. Thanks man


Im using scripts for the spell casting so that thing in the spellsets wouldnt help me
Reply With Quote
  #6  
Old 01-09-2011, 10:55 AM
daerath
Sarnak
 
Join Date: Jan 2011
Location: Northern VA
Posts: 91
Default

Quote:
Originally Posted by Astal View Post
For my named mobs I want the spells to be unresistable sadly most players have a high resist at this point and to change it i would have to rework gear ect... id rather not do that.

Is there a specific field in the spells table for each spell that refers to the chance for the spell to be resisted?
By "for my named mobs" do you mean one in particular or all of them?
Reply With Quote
  #7  
Old 01-09-2011, 08:38 PM
Astal
Hill Giant
 
Join Date: Mar 2010
Posts: 236
Default

Quote:
Originally Posted by daerath View Post
By "for my named mobs" do you mean one in particular or all of them?
all of em, i can just set the resist for each specific spell tho
Reply With Quote
Reply


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 09:13 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