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provocating
06-07-2014, 03:02 PM
I want to thank whoever got mage bolts and other projectile graphics working. I have been wanting this for years and someone coded it in a few months ago. Thanks!!!

Akkadius
06-07-2014, 03:46 PM
I want to thank whoever got mage bolts and other projectile graphics working. I have been wanting this for years and someone coded it in a few months ago. Thanks!!!

Kayen, he's pretty much the shit. Though there was some code he referenced that was already in there.

provocating
06-07-2014, 04:00 PM
Well everyone's work is very much appreciated by me and my players.

Kayen
06-08-2014, 01:46 AM
Your welcome.

provocating
02-25-2015, 05:04 PM
Your welcome.

Kayen these suddenly quit working when I upgraded my source a few weeks ago. The graphic and sound for all bolt spells is missing again. I noticed there is a new rule, from looking at the source...

Spells:UseLiveSpellProjectileGFX

if (RuleB(Spells, UseLiveSpellProjectileGFX)) {
ProjectileAnimation(spell_target,0, false, speed,0,0,0, spells[spell_id].player_1);
}

I am guessing this should be set to a value of 1?

Kingly_Krab
02-25-2015, 06:23 PM
It's a Bool, try setting it to 'true'. 1 May work as well, I haven't tried setting a Bool Rule to 1.

Kayen
02-25-2015, 10:56 PM
That is an old rule.

In theory setting any value should put the bool to true.

They seem to be working on Storm Haven just fine.

provocating
02-25-2015, 10:57 PM
Strange they were working before my last update. I will try it on our test server, I can bounce it at any time.

provocating
04-12-2015, 08:54 AM
I went back and checked everything. As far as my rules values they are correct but I see an arrow for the mage bolt, this is on UF or RoF2. Any idea where I can find a list of the projectiles?

NatedogEZ
04-12-2015, 09:15 AM
I looked at the source for it.. and the code you posted sends no itemID.. if the itemID isnt sent it seems to default to an arrow..

https://github.com/EQEmu/Server/blob/master/zone/special_attacks.cpp#L1630

Im sure this could easily be fixed.. but im tired right now :p

provocating
04-12-2015, 09:18 AM
There is a rule for it, Spells:FRProjectileItem_SOF

Which gives it by default 80684

That is why I was asking, I show no item 80684

joligario
04-12-2015, 09:50 AM
Ball of Sunlight?? http://lucy.allakhazam.com/item.html?id=80684

provocating
04-12-2015, 09:54 AM
Yeah not in my database, I do not think it was in the PEQ database at the time that source was added.

joligario
04-12-2015, 10:03 AM
It's there right now, so it is possible it was in the database at the time.

provocating
04-12-2015, 10:06 AM
Okay, I will pull the data and put it in.

NatedogEZ
04-12-2015, 10:52 AM
Actually Im a noob it only sends the wrong animation when doing a projectile.. the graphic of the projectile is fine :p

Using the shoot bow animation since it defaults to itemtype 27

provocating
04-12-2015, 07:36 PM
Item 80864 worked fine.

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Torven
04-17-2015, 05:49 AM
Btw, I wrote some bolt spell logic to require the player to aim his/her avatar at the target and to prevent bolt spells from going through walls for TAKP, if anybody is interested.

https://github.com/EQMacEmu/Server/blob/master/zone/spells.cpp#L2041

It's not true projectile code, but it's probably better than leaving them as super DD spells.

provocating
04-17-2015, 08:34 PM
Btw, I wrote some bolt spell logic to require the player to aim his/her avatar at the target and to prevent bolt spells from going through walls for TAKP, if anybody is interested.

https://github.com/EQMacEmu/Server/blob/master/zone/spells.cpp#L2041

It's not true projectile code, but it's probably better than leaving them as super DD spells.

I appreciate that. I am a long time lurker of your project.