Increased Spell Duration Question
So the spell effect Increase Spell Duration has been giving me an issue. It is increasing the the Discipline timer on some disciplines to be instant repop and/or stay up permanently. Is there any way i can change the disc it self to avoid this or how would i go about fixing this problem?
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Uhh, I think effectid 311 will stop it (Limit: Combat Skills Not Allowed) but not 100% sure.
edit: I peeked at source and I don't think this stops it. I'm not sure spell duration should be affecting combat abilities in the first place.. Does anyone know if on live you should be able to make Defensive discipline longer duration by focus effect? That sounds wrong to me at least. If you can, report the skill that is activating from the focus effect, I may peek around and see if I can find a fix.. (If nobody else replies with it). i'll give a day or two for others to check it out who may know more about this area. :P |
Is there a list somewhere that gives me a layout of what each focus does or how it works? im kinda new to the spell editing thing.
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Actually, I'm not sure there is. You can use various spell editors to get a brief description, but they aren't always very informative. EQ lucy has brief descriptions too (I google EQ lucy and lucy is always first result).
But I find the best way (if you know C++ at least a bit), I figure out the spell info via a spell dump program like spell convert (in utils of svn) then take that data it dumps and find the ID in zone/spdat.h to get the #define name, then do a solution search for that in the SVN source to see what areas of the code call it. Yeah, a lot of steps, kind of annoying really.. But there's a lot of spell effects out there that haven't been implemented. (I keep adding http://www.eqemulator.net/forums/sho...hp?t=29684some as I get time), and some times they write a note about it, e.g.: Code:
#define SE_MitigateDamageShield 305 //not implemented |
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