View Full Version : AA effects
Cassieze
02-07-2015, 12:00 AM
Is there a way to make it so AA's that are classified as effects (passives) have stats other than base1 and base2. (Give them base,limit,max,formula).
My goal with this is essentially to make an AA to give increased accuracy/hit chance (184) to archery (skill type 7) however I could see turning this into giving them a buff like spirit of panther that creates a proc effect
Both of those require using the limit function.
OR something even crazier that there's a chance when you are hit that it spawns an invisible man holding that putrid looking effect (IT11519) 2 yards behind you that casts a 2 tick dot with initial damage. (11515 would probably also work)
The important thing is that is is always there!
Any help would be great. This might need to get moved <shrug>
Kayen
02-07-2015, 03:29 AM
What you want to do already can be done.
Base1 = base (for spells)
Base2 = limit (for spells)
But simply setting an AA in aa_effects
effectid 184
Base 100 (100 pct)
Base2 7 (Archery skill)
Maceblade
02-11-2015, 09:31 PM
Kayen is there a way to restrict custom made AA's to a qglobal?
demonstar55
02-11-2015, 09:50 PM
Ahh, what are you trying to do?
Maceblade
02-11-2015, 09:52 PM
12500 Zombie Bash 0 1 4294967295 4294967295 0 0 3 4294967295 4294967295 0 0 0 65534 0 1 0 3 4294967295 3 0 1 12500 1 0 0 0 0
Want to enable this for zombie races only, the "zombie" illusion is controlled by a qglobal and I was gonna tie this into it or somehow tie it to the players that choose the zombie race. Basically its the easiest way I could manipulate my server into giving the undead played races a unique ability. With this bash I want to tie it to a 5% chance to proc Disease cloud or some type of infectious based spell.
Maceblade
02-11-2015, 10:38 PM
Never mind, cant even get the new AA's to show up in game. Unless you can help with that haha
Maceblade
02-11-2015, 11:26 PM
I actually figured out how to restrict them and only accessible via quest... I compared it to the "blood" and "trials of MM" line of AA's and set the "special category". Now I just need to figure out how to get them to appear in game.
Cassieze
02-12-2015, 08:09 PM
what do you mean appear? make sure to add the appropriate lines to dbstr_us in the EQ client folder otherwise you see that nasty string thing..
12500^1^Zombie Bash^0
12500^2^Zombie^0
12500^3^Bash^0
12500^4^This ability allows you to bash as a zombie^0
tbh no idea why the 2 and 3 are necessary if they even are... Some seem to have it some dont.
to add via quest is $client->IncrementAA(12500);
Maceblade
02-13-2015, 07:47 PM
Like I added the AA, tied it to another dbstr just for testing (maybe that's wrong but I figured the dbstr was just for description) log into game and do not see the AA listed.
*edit* Just realized I may have had a conflicting AA. So I changed the Aa id and added the dbstr... will report back.
*edit2* Negative did not show up. Do I have to export my spell file?
*edit3* im an idiot and was basing my new Aa off a passive ability not an active.
*edit4* Added the spell and the timers and reuse etc, still the AA will not appear whether or not if I set it at quest awarded or standard all all AA. I give up lol
Cassieze
02-14-2015, 12:45 PM
there might be some sort of thing where aas are not considered over a specific number (i mightve read this somewhere while searching forums for something) in any case the range 2000 and up to like 4600 is open.
If not that then make sure the sof description is the same as the title SID and description SID.
also make sure the SOF max level is set to however many ranks of the ability you have
Let me know if these help
Maceblade
02-14-2015, 03:30 PM
Actually, in going through in setting that up , cant believe I didn't notice the giant AA id gap between 2k and 4600, I realized I had a few other categories wrong. Testing now, and thanks a ton Cassieze
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.