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-   -   NPCSpells - type? (https://www.eqemulator.org/forums/showthread.php?t=25443)

HurtinuDaily 06-11-2008 11:08 PM

NPCSpells - type?
 
does anyone know what the different type 's are for the statement below? is there a list anywhere or are they contained anywhere else in the database?


insert into npc_spells_entries (npc_spells_id, spellid, type, minlevel, maxlevel, manacost, recast_delay, priority) values (999, 278, 8, 50, -1, -1, 0);

xxarthurxx 06-11-2008 11:35 PM

im at work otherwise i could answer the question for you. I think what your asking is what spells those are? Try GeorgeS tools... they come along with a spell referance txt file that gives you the name of all spell numbers

xxarthurxx 06-11-2008 11:53 PM

npc_spells_id, 999 think this is a complilation of spells for an npc like (necrospells)
spellid, 278 this should be a spell
type, 8
minlevel, 1
maxlevel, 50 (spell level range)
manacost, -1 (null)
recast_delay, -1 (null)
priority 0

HurtinuDaily 06-12-2008 12:16 AM

I am wondering what the type value represents, I am assuming its soemthing like buff detremental aoe or something like that, just can;t find a list anywhere of what value signifies what.

xxarthurxx 06-12-2008 12:44 AM

maybe referance spells you know what type they are and use process of elimination :/

HurtinuDaily 06-12-2008 09:25 AM

Yea, I was hoping when I added a spell to a spell list I would be able to automatically pull the type value somewhere out of the database and fill it in. I have the Spells table sourced into my db from the Ax_classic database, I cannot find it in there either. Seems if you dont assign the correct type to a spell it doesn't get casted properly, I gave an enchanter mob visions of grandeur (haste) hoping it would buff the mobs around it, but it buffed me while I was fighting it! lol

Congdar 06-12-2008 09:28 AM

from MobAI.cpp

const int SpellType_Nuke=1;
const int SpellType_Heal=2;
const int SpellType_Root=4;
const int SpellType_Buff=8;
const int SpellType_Escape=16;
const int SpellType_Pet=32;
const int SpellType_Lifetap=64;
const int SpellType_Snare=128;
const int SpellType_DOT=256;

const int SpellTypes_Detrimental = SpellType_Nuke|SpellType_Root|SpellType_Lifetap|Sp ellType_Snare|SpellType_DOT;
const int SpellTypes_Beneficial = SpellType_Heal|SpellType_Buff|SpellType_Escape|Spe llType_Pet;

HurtinuDaily 06-12-2008 09:34 AM

you rock, thanks

xxarthurxx 06-12-2008 01:46 PM

awesome thank you Congdar!

HurtinuDaily 06-13-2008 01:44 PM

Thanks, that worked perfect, makes it so much easier to correctly add a spell to a spell list now
http://thumb12.webshots.net/t/66/666...2lMFWXM_th.jpg

http://thumb12.webshots.net/t/50/650...2haHsdo_th.jpg


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