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-   -   How do I create a new spell? (https://www.eqemulator.org/forums/showthread.php?t=22259)

Dag 01-09-2007 07:13 AM

How do I create a new spell?
 
I have been reading through all the threads on spell creation/editing and they all seem to be from 2 years ago or longer. Is there a more recent thread I am missing? I am customizing my server and would like to implement custom spells so I may define my server. Is there a way to create new spells and would you please let me know how. I am learning alot of information quickly but I have never enjoyed something so much. Thank you in advance for your help. 8-)

morganpartee 01-09-2007 10:16 AM

i dont know. though i would love to learn... Would love a 500% speed increase...

Maybe once i know how, i could write a program to do it! lol....

That would kick.

bufferofnewbies 01-09-2007 11:00 AM

The spells themselves haven't really changed much over the passage of time. They still use the same file from back then.
If you are just adjusting spells you already have: check outGeorgeS' site for the spell editor. It's a quick fix for desire. Easy to use, and less hassle than learning the system.

If you are seeking to make new spells, best bet is to browse through the old posts and jump into spell creation head first.. see what does and doesnt work. Break a few eggs. That sounds a bit like the commonly hated 'oh I know how but don't want to teach you' effect in that it has no real information but, from my experience, nothing beats actually seeing for youself what works and what doesn't when you make changes to the server. That way, when you DO come across something that isn't covered by someone else's programs, you have a basic idea of where to look and what to do.

mattmeck 01-09-2007 11:51 AM

The best spell editor is notepad.

John Adams 01-09-2007 03:02 PM

Be careful when going apesh!t and making 500% haste spells ~grin~ Some things the Emu just cannot handle (nor could Live, I am sure). There's a reason things are as they are. Stability.

Example; I made a custom Monk weapon for my buddy. It had like 10000hp, 500 stats... totally insane procs etc. Soon as that weapon tapped a mob, the entire world crashed. Just keep backups, you should be ok.

morganpartee 01-12-2007 11:31 AM

ok, ive done it. I reccomend Openspell. once you get it to work right...ITS UBER.

My bard, whose name is god btw, has about 10 different buffs currently, on different items, which i can cast on anyone, and can use on any mob...
(500% speed increase, 300%haste etc etc...lol)

GL!

:)

GeorgeS 01-15-2007 03:31 PM

I think Windcatcher should be pleased at his program!

So many find it very useful, as it's about the only thing that works

GeorgeS

kc5wee 08-03-2007 03:25 PM

I just wanted to add to this - I was hunting down a way to add spells too. I bet I blew almost a whole day just to find this out. I couldnt find any of this written anywhere.

- Open spell_us.txt with openspell. What you change here you *must* also copy this file to C:\eqemu\spell_us.txt, and any other user on your server has to have it too. The spells_en.txt is not used anymore. It goes by spell ID... so if you #cast 1250 then that spell will be compared with the server's copy (to prevent cheating) and the spell, casting delay, recast time, who can cast, etc... and listed effects will be executed.
- You can also use notepad, but I would highly suggest using openspell. Use Word Wrapping.
- The spells table in the database does nothing. Its just there for referance.

Here is an example of a spell I created, called "Flaming Fire", for a level 10 Wizard, costing 100 mana for 10 damage. (I know, bad ratio, but I wanted to see it work)

5000^Flaming Fire^PLAYER_1^^^^ You been hit by Flaming Fire^ is on fire^^150^0^0^0^1000^1500^25000^0^0^0^100^-10^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^-1^-1^-1^-1^1^1^1^1^-1^-1^-1^-1^100^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^ 0^0^0^0^0^5^0^24^-1^0^0^255^255^255^255^255^255^255^255^255^255^255^ 10^255^255^255^255^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0

Format of this file:
id,name,activated,aeduration,aerange,attrib1,attri b2,attrib3,attrib4,attrib5,attrib6,attrib7,attrib8 ,attrib9,att
rib10,attrib11,attrib12,autocast,autocasttext,base 1,base2,base3,base4,base5,base6,base7,base8,base9, base10,base1
1,base12,bookicon,brdlevel,bstlevel,calc1,calc2,ca lc3,calc4,calc5,calc6,calc7,calc8,calc9,calc10,cal c11,calc12,c
astinganim,castingtime,castmsg1,castmsg2,castmsg3, castmsg4,castmsg5,classes,clrlevel,deities,deletab le,desc1,des
c2,desc3,desc4,desc5,desc6,desc7,desc8,desc9,desc1 0,desc11,desc12,descnum,dotstackingexempt,drulevel ,duration,du
rationformula,durationtext,enclevel,environment,ex tra,fizzleadj,fizzletime,foci,focus1,focus2,focus3 ,focus4,focu
sitems,gemicon,lighttype,location,maglevel,manacos t,max1,max2,max3,max4,max5,max6,max7,max8,max9,max 10,max11,max
12,maxduration,minduration,minlevel,mnklevel,necle vel,pallevel,pushback,pushup,range,reagentcount1,r eagentcount2
,reagentcount3,reagentcount4,reagentid1,reagentid2 ,reagentid3,reagentid4,reagents,recasttime,resist, resistadj,rn
glevel,roglevel,shdlevel,shmlevel,shortbuff,skill, source,spaindex,spellanim,spellicon,spelltype,targ etanim,targe
ttype,targname,timeofday,traveltype,uninterruptabl e,unknown112,unknown113,unknown129,unknown130,unkn own131,unkno
wn139,unknown140,unknown141,unknown144,unknown145, unknown146,unknown147,unknown148,unknown149,unknow n150,unknown
151,unknown152,unknown153,updated,warlevel,wizleve l

GeorgeS 08-04-2007 06:14 AM

Thanks for the info - I'm in the process of making a simple spell editor, and this will help.

GeorgeS

ChaosSlayer 01-07-2008 12:58 PM

spell editor?
 
Hiya Geogre!
Any word on a new spell editor? =)

I am not using OpenSpell editor cuase... well rather complicated
I am using the one writen by a german guy a while ago.
Its user interface is marvelously easy to read and understand, the only problem that it has some problem when saving the spell file, so when ever I created or edit a spell, instead of just copyign over the file, i keep a backup copy, and only copy over the spell line i edited, cuase otherwise file gets currupted.
It also seem to not be able to edit certain things like spell animation or properly assign spell description.

Overall if you could take a look at it, and write something eqauly easy to use, but fully functional- it would be most appriciated =)

In case there is actuly a NEW AND WORKING spell editor around I am not aware off- please point me to it.

Big Thanks =)

AndMetal 01-14-2008 06:56 AM

Quote:

Originally Posted by kc5wee (Post 136374)
Here is an example of a spell I created, called "Flaming Fire", for a level 10 Wizard, costing 100 mana for 10 damage. (I know, bad ratio, but I wanted to see it work)

5000^Flaming Fire^PLAYER_1^^^^ You been hit by Flaming Fire^ is on fire^^150^0^0^0^1000^1500^25000^0^0^0^100^-10^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^-1^-1^-1^-1^1^1^1^1^-1^-1^-1^-1^100^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^ 0^0^0^0^0^5^0^24^-1^0^0^255^255^255^255^255^255^255^255^255^255^255^ 10^255^255^255^255^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0 ^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0

Format of this file:
id,name,activated,aeduration,aerange,attrib1,attri b2,attrib3,attrib4,attrib5,attrib6,attrib7,attrib8 ,attrib9,att
rib10,attrib11,attrib12,autocast,autocasttext,base 1,base2,base3,base4,base5,base6,base7,base8,base9, base10,base1
1,base12,bookicon,brdlevel,bstlevel,calc1,calc2,ca lc3,calc4,calc5,calc6,calc7,calc8,calc9,calc10,cal c11,calc12,c
astinganim,castingtime,castmsg1,castmsg2,castmsg3, castmsg4,castmsg5,classes,clrlevel,deities,deletab le,desc1,des
c2,desc3,desc4,desc5,desc6,desc7,desc8,desc9,desc1 0,desc11,desc12,descnum,dotstackingexempt,drulevel ,duration,du
rationformula,durationtext,enclevel,environment,ex tra,fizzleadj,fizzletime,foci,focus1,focus2,focus3 ,focus4,focu
sitems,gemicon,lighttype,location,maglevel,manacos t,max1,max2,max3,max4,max5,max6,max7,max8,max9,max 10,max11,max
12,maxduration,minduration,minlevel,mnklevel,necle vel,pallevel,pushback,pushup,range,reagentcount1,r eagentcount2
,reagentcount3,reagentcount4,reagentid1,reagentid2 ,reagentid3,reagentid4,reagents,recasttime,resist, resistadj,rn
glevel,roglevel,shdlevel,shmlevel,shortbuff,skill, source,spaindex,spellanim,spellicon,spelltype,targ etanim,targe
ttype,targname,timeofday,traveltype,uninterruptabl e,unknown112,unknown113,unknown129,unknown130,unkn own131,unkno
wn139,unknown140,unknown141,unknown144,unknown145, unknown146,unknown147,unknown148,unknown149,unknow n150,unknown
151,unknown152,unknown153,updated,warlevel,wizleve l

I'm not trying to rock the boat here, but this information is actually incorrect.

Back in October (after this post was made), I created a resource in the Wiki based on the OpenSpell XML file. It is by no means complete (as in, missing descriptions about several of the fields), but of course others are welcome to contribute to it :)

There are a total of 203 fields (labeled field0 through field202), and are in a fairly different order than listed above.

GeorgeS 01-14-2008 02:32 PM

With the number of fields (like items table), this is hard work to code. I spent several months writing eqitems item editor, and a spell editor is also no simple feat - hence the very very few out there.

I still abide what I said, and will eventually write the program, but we'll see how it goes. I should have time next week open for programing this

One thing I would prefer is to upload this as a table and not work from a flat text file (nightmare to parse). It will create the file when you're done so that the spells will work in game.

I really wish the spells were in a table...

GeorgeS

Dispair2 01-14-2008 02:59 PM

Indead
 
Quote:

Originally Posted by GeorgeS (Post 141804)
With the number of fields (like items table), this is hard work to code. I spent several months writing eqitems item editor, and a spell editor is also no simple feat - hence the very very few out there.

I still abide what I said, and will eventually write the program, but we'll see how it goes. I should have time next week open for programing this

One thing I would prefer is to upload this as a table and not work from a flat text file (nightmare to parse). It will create the file when you're done so that the spells will work in game.

I really wish the spells were in a table...

GeorgeS

Yes, I think you are correct that this would be easier if it were in a table. If i was to write code for this is say vb.net i would have the program import the file to an SQL table seeing as we are all already using MySQL and then edit the DB to make changes then write a new .txt file for publication. as i am sure their are a ton of people already working on this i will most likely not hammer away at it however, i will play with it a little over the next week while i am off of work and see if i can't get a moderately functional design together for everyone to play with.

Dispair2 01-14-2008 03:35 PM

I couldent edit earlier post
 
This is a bad Guide: Spells_us.txt

AndMetal 01-14-2008 04:22 PM

Quote:

Originally Posted by Dispair2 (Post 141809)
This is a bad Guide: Spells_us.txt

Quote:

Originally Posted by AndMetal (Post 141776)
It is by no means complete (as in, missing descriptions about several of the fields), but of course others are welcome to contribute to it :)

Quote:

Originally Posted by Dispair2 (Post 141806)
i will play with it a little over the next week while i am off of work and see if i can't get a moderately functional design together for everyone to play with.

Nuff said :)


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