Buff Values
Using the table 'spells' in your EQ directory has a list, and I think the place to fix spells using the all infamous Uknown Effect... You just have to change the Unknown effect to a known effect duh... But I can't find a list of what each value means. Like, I'm looking for accuracy... for the bard epic 1.5 clicky. Currently Buff12val is set to 216. Well 216 apparently is an unknow effect in-game. It is suppost to be accuracy. Is there a list of what effect number I can put in there so I know what it does?
|
Incase nobody really understand what I'm saying.. here are some of the values and what I think they mean. These are current buff values.
10- No idea (Think they're spacers.) 15- Increase Mana Regen 59- Damage Shields (Use a -210 attribute to do 210 dmg a hit damage shield) 69- Increase Max HP 79- Heal HPs When Cast 148- BLock Spells of a certain type (Attribute = another item in this list) 149- Overwrite spells of a certain type (Attribute = another item in this list) 254- No Effect (Put after the last slot you use) Example: Conviction's buff2val is 69, and its attribute is 1700 something. So it raises your Max HP by 1700 something. So I'm looking for a list that goes like the above. Telling me what every buff value does, and if it works. |
Few people have work on that,
I think you are a precursor. |
So um is what you're saying.. that it'd be beneficial to everyone if I made the list as complete as I can myself?
Or just don't worry about it for now.. doesnt really matter? Some event in the future will fix it for me? Bah I hate weird words lmfao! |
The "spells" table in the database comes from Eq Browser/Allakahazam Clone and is really not part of the required database. The Emulator gets all of the required spell information from the spells_us.txt file. While the spells table is a fairly acurate representation of what spells_us.txt contains you will have to midifiy the text file in order for the changes to take effect in the emulator.
|
I do understand that, and to make everything perfect, I don't really have a problem with editing it. And I understand for it to work, it'll have to be edited client and server side. Think between the old spell editors, and a list of the buff values that work, I might be able to put something together... Hmm gives me ideas :D
(Hehe now I understand it.. been looking all night around the Emu boards, actually doesn't seem *extremly* difficult) |
I'll work out the list and post it sometime, maybe someone will feel like making a spell editor with the data. I'll try my best. (I don't know any C++ code or anything, just enough to read it.)
EDIT: If anyone is interested in this list, please post here. I'll test with a 7.0 client and a 6.6 client to see if they added any/changed any values between the two. It will take me awhile, will have to cast numerous spells and whatnot, so if nobody is interested... don't think I'll bother. |
check this site http://eqemu.camongrel.de/ download the spell editor ... all you need to do is add a ^0 to every line and keep in mind that the new created lines need to have the same amount of characters as the one you deleted. adding new ones isn't possible. at least when i added new lines all spells below the added line and the new created one didn't work. well maybe someone finds out how to modify the protection of the string files. looks like it's written somewhere after how many characters a new line starts.. good luck ;)
|
That still doesnt help the issue of the current spells not working. Like where do we find accuracy on that? Or the new spell effects, such as the 200+s?
|
spdat.h in the zone code describes the format and the effect values.
|
Thanks FNW
|
I should have named eqbrowser's tables with different names, or names with prefixes, like eqbrowser_spells, eqbrowser_races...
Sorry for that. It will be fixed in 0.5.3, which should be released next week. |
All times are GMT -4. The time now is 11:58 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.