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-   -   I want to thank.... (https://www.eqemulator.org/forums/showthread.php?t=38365)

provocating 06-07-2014 03:02 PM

I want to thank....
 
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

Quote:

Originally Posted by provocating (Post 231070)
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

Quote:

Originally Posted by Kayen (Post 231080)
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...

Code:

Spells:UseLiveSpellProjectileGFX
Code:

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...acks.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.

Code:

INSERT INTO `items` (`id`, `minstatus`, `Name`, `aagi`, `ac`, `accuracy`, `acha`, `adex`, `aint`, `artifactflag`, `asta`, `astr`, `attack`, `augrestrict`, `augslot1type`, `augslot1visible`, `augslot2type`, `augslot2visible`, `augslot3type`, `augslot3visible`, `augslot4type`, `augslot4visible`, `augslot5type`, `augslot5visible`, `augslot6type`, `augslot6visible`, `augtype`, `avoidance`, `awis`, `bagsize`, `bagslots`, `bagtype`, `bagwr`, `banedmgamt`, `banedmgraceamt`, `banedmgbody`, `banedmgrace`, `bardtype`, `bardvalue`, `book`, `casttime`, `casttime_`, `charmfile`, `charmfileid`, `classes`, `color`, `combateffects`, `extradmgskill`, `extradmgamt`, `price`, `cr`, `damage`, `damageshield`, `deity`, `delay`, `augdistiller`, `dotshielding`, `dr`, `clicktype`, `clicklevel2`, `elemdmgtype`, `elemdmgamt`, `endur`, `factionamt1`, `factionamt2`, `factionamt3`, `factionamt4`, `factionmod1`, `factionmod2`, `factionmod3`, `factionmod4`, `filename`, `focuseffect`, `fr`, `fvnodrop`, `haste`, `clicklevel`, `hp`, `regen`, `icon`, `idfile`, `itemclass`, `itemtype`, `ldonprice`, `ldontheme`, `ldonsold`, `light`, `lore`, `loregroup`, `magic`, `mana`, `manaregen`, `enduranceregen`, `material`, `herosforgemodel`, `maxcharges`, `mr`, `nodrop`, `norent`, `pendingloreflag`, `pr`, `procrate`, `races`, `range`, `reclevel`, `recskill`, `reqlevel`, `sellrate`, `shielding`, `size`, `skillmodtype`, `skillmodvalue`, `slots`, `clickeffect`, `spellshield`, `strikethrough`, `stunresist`, `summonedflag`, `tradeskills`, `favor`, `weight`, `UNK012`, `UNK013`, `benefitflag`, `UNK054`, `UNK059`, `booktype`, `recastdelay`, `recasttype`, `guildfavor`, `UNK123`, `UNK124`, `attuneable`, `nopet`, `updated`, `comment`, `UNK127`, `pointtype`, `potionbelt`, `potionbeltslots`, `stacksize`, `notransfer`, `stackable`, `UNK134`, `UNK137`, `proceffect`, `proctype`, `proclevel2`, `proclevel`, `UNK142`, `worneffect`, `worntype`, `wornlevel2`, `wornlevel`, `UNK147`, `focustype`, `focuslevel2`, `focuslevel`, `UNK152`, `scrolleffect`, `scrolltype`, `scrolllevel2`, `scrolllevel`, `UNK157`, `serialized`, `verified`, `serialization`, `source`, `UNK033`, `lorefile`, `UNK014`, `svcorruption`, `UNK038`, `UNK060`, `augslot1unk2`, `augslot2unk2`, `augslot3unk2`, `augslot4unk2`, `augslot5unk2`, `augslot6unk2`, `UNK120`, `UNK121`, `questitemflag`, `UNK132`, `clickunk5`, `clickunk6`, `clickunk7`, `procunk1`, `procunk2`, `procunk3`, `procunk4`, `procunk6`, `procunk7`, `wornunk1`, `wornunk2`, `wornunk3`, `wornunk4`, `wornunk5`, `wornunk6`, `wornunk7`, `focusunk1`, `focusunk2`, `focusunk3`, `focusunk4`, `focusunk5`, `focusunk6`, `focusunk7`, `scrollunk1`, `scrollunk2`, `scrollunk3`, `scrollunk4`, `scrollunk5`, `scrollunk6`, `scrollunk7`, `UNK193`, `purity`, `evolvinglevel`, `clickname`, `procname`, `wornname`, `focusname`, `scrollname`, `dsmitigation`, `heroic_str`, `heroic_int`, `heroic_wis`, `heroic_agi`, `heroic_dex`, `heroic_sta`, `heroic_cha`, `heroic_pr`, `heroic_dr`, `heroic_fr`, `heroic_cr`, `heroic_mr`, `heroic_svcorrup`, `healamt`, `spelldmg`, `clairvoyance`, `backstabdmg`, `created`, `elitematerial`, `ldonsellbackrate`, `scriptfileid`, `expendablearrow`, `powersourcecapacity`, `bardeffect`, `bardeffecttype`, `bardlevel2`, `bardlevel`, `bardunk1`, `bardunk2`, `bardunk3`, `bardunk4`, `bardunk5`, `bardname`, `bardunk7`, `UNK214`, `UNK219`, `UNK220`, `UNK221`, `UNK222`, `UNK223`, `UNK224`, `UNK225`, `UNK226`, `UNK227`, `UNK228`, `UNK229`, `UNK230`, `UNK231`, `UNK232`, `UNK233`, `UNK234`, `UNK235`, `UNK236`, `UNK237`, `UNK238`, `UNK239`, `UNK240`, `UNK241`, `UNK242`) VALUES (80684, 0, 'Ball of Sunlight', 25, 47, 0, 25, 25, 25, 0, 25, 25, 0, 0, 8, 1, 1, 0, 2, 0, 0, 1, 0, 1, 0, 0, 0, 0, 25, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '', '0', 16448, 4278190080, '5', 0, 0, 0, 25, 48, 0, 0, 19, 0, 0, 25, 0, 0, 2, 1, 550, 0, 0, 0, 0, 0, 0, 0, 0, '', -1, 25, 0, 0, 0, 550, 0, 2187, 'IT11120', 0, 45, 0, 0, 0, 0, 'A ball of pure sunlight in the palm of your hand', 0, 1, 550, 0, 0, 0, 0, 0, 25, 0, 1, 0, 25, 0, 45827, 0, 0, 0, 75, 1, 0, 2, -1, 0, 24576, -1, 0, 5, 0, 0, 0, 0, 5, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '2012-12-27 10:35:47', '', 0, 0, 0, 0, 1, 0, 0, '', 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, NULL, '2009-08-12 11:57:59', NULL, '13THFLOOR', 0, '', 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, -1, 0, 0, '0000000000000000000', 0, '', -1, 0, 0, 0, 0, '', -1, 0, 0, 0, 0, 0, '', -1, 0, 0, 0, 0, 0, '', -1, 0, 0, 0, 0, 0, '', -1, 0, 75, 0, '', '', '', '', '', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '2007-12-05 11:57:11', 0, 70, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, '', -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

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/b...ells.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

Quote:

Originally Posted by Torven (Post 239366)
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/b...ells.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.


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