View Full Version : Spells not showing.
MBroadway
07-13-2011, 03:30 AM
Hello, I am having a problem with custom spells that I am making. When I try to copy a spell, then edit it how I want then it does not show up in game, but if I edit an already existing spell then it will change in game just fine.
Any help greatly appreciated, thanks.
trevius
07-13-2011, 07:03 AM
Anytime you add in spells server-side, you need to export your spells table using the export script. That will create a new spells_us.txt file that matches your server and you can just copy that to your EQ folder. You may want to rename your existing spell file before copying the new one over so you have a backup just in case.
MBroadway
07-13-2011, 08:09 AM
Thank you for the reply.
I have already exported the spell file to .txt and copied it to my spell folder.
I can see the spells in the DB when I use #showspells (spellname) but when I try and cast the spell it does not work, and it does not show in my spells when I use #scribespells either.
trevius
07-13-2011, 08:24 AM
If you are using Titanium and creating new spells above 9999 ID, then that isn't going to work. Titanium only works up to 9999 spell id, but the newer clients have much higher limits.
MBroadway
07-13-2011, 10:55 PM
I am using the SOD Client.
I am not sure if it also has a spell ID max, but at the moment the highest spell ID I have is 24574.
I have tried to drop my spell table and reload my backup with SQL, but I get the same problem. I am thinking that I will just use existing spells and change the names. I don't see a reason to keep all the RK1-2 spells anyway, as I have a spellscriber, and will be using Rk.3 anyway.
But if you have any more suggestions then I would be very great-full.
Thank you again.
pfyon
07-13-2011, 11:05 PM
I had an issue with spells similar to your's. My testing/(semi) fix: http://www.eqemulator.org/forums/showthread.php?t=32129
Caryatis
07-14-2011, 12:10 AM
The issue is that SoD has a spell cap of around 23750ish(forget exact value but 24k+ is out of it for sure).
blackdragonsdg
07-14-2011, 01:59 AM
Well that explains why my custom buffs never worked quite right. I kept using spell id's around 28k and the spells would cast but the buff icon would show up in the songs window then vanish after a short time. The actual effect took but never got any icons. Everything would work server side but not on the client.
wolfwalkereci
07-15-2011, 05:36 AM
I know it can be a pain but if you dont plan on having or allowing Rk1/Rk2 spells (said you would just give the Rk3) then go in and find them in the DB and (back up the table) delete those spells.
-Prob not required but since a caster is limited to how many total spells it can have in the book it would actually be rather nice on those servers that cap out.
The link provided to the other thread is nice. I'll have to remember that if I ever run into this issue.
Glithariel
07-18-2011, 05:12 PM
If you are still having troubles I recommend inserting the spell ID (using Ailia's or something) into one of the many gaps in the spells_new table (at least in SoF). For instance, there are 741 open spell slots from ID 14000 down. Those are all well within the working spell range (effects, scribe, icons, etc).
This is directly using the spells_us.txt from SoF (about 9mbs, not the 15mb one floating around). Just use the many GeorgeS tools to change the spells, update the table, and then copy the new spell_us.txt to the Eqemu and SoF folders. I would also save an original backup spell file.
Also this same trick works for new npcs. The client doesn't seem to like them above a certain range, like spells, from observation. I created a line of defensive proc spells that summons custom pet swarms this way (in SoF there is a HUGE gap in npc IDs in the 13000 range). I have yet to figure out where to add custom descriptions of the spells (as seen on spell scrolls).
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