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-   -   Increased Spell Duration Question (https://www.eqemulator.org/forums/showthread.php?t=29837)

mastajon 10-22-2009 02:28 AM

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?

Shin Noir 10-22-2009 04:08 AM

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

mastajon 10-22-2009 04:17 AM

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.

Shin Noir 10-22-2009 04:39 AM

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
#define SE_WakeTheDead2                                306 //not implemented
#define SE_Appraisal                                307 //not implemented
#define SE_SuspendMinion                        308 //not implemented
#define SE_YetAnotherGate                        309 //not implemented, spell 5953
#define SE_ReduceReuseTimer                        310 //not implemented
#define SE_NoCombatSkills                        311 //not implemented
#define SE_Sanctuary                                312 //not implemented
#define SE_SummonToCorpse                        332 //not implemented
#define SE_EffectOnFade                                333 //not implemented
#define SE_PercentXPIncrease                337        //not implemented
#define SE_SummonAndResAllCorpses        338        //not implemented
#define SE_TriggerOnCast                        339        //not implemented
#define SE_ImmuneFleeing                        342        //not implemented
#define SE_InterruptCasting                        343        //not implemented. % chance to interrupt spells being cast every tic. Cacophony (8272)

#define SE_Unknown352                                352        //not sure. looks to be some type of invulnerability? Test ITC (8755)
#define SE_Unknown353                                353        //not sure. looks to be some type of invulnerability? Test ISC (8756)
#define SE_Unknown354                                354        //not sure. looks to be some type of invulnerability? Test DAT (8757)
#define SE_Unknown355                                355        //not sure. looks to be some type of invulnerability? Test LT (8758)
#define SE_SpellOnDeath                                365        //not implemented. casts base2 spell on the originator of the spell base1 % of the time when the person it was cast on dies. have to be >= max (level) for it to work?
#define SE_Unknown366                                366        //not sure. assume it has something to do with Corruption, maybe counters? wasn't implemented until Serpent's Spine, so not a big deal right now. Corr Test 1 (9428)
#define SE_AddBodyType                                367        //not implemented. adds body type of base1 so it can be affected by spells that are limited to that type (Plant, Animal, Undead, etc)
#define SE_FactionMod                                368        //not implemented. increases faction with base1 (faction id, live won't match up w/ ours) by base2
#define SE_CorruptionCounter                369        //not implemented. wasn't added until Serpent's Spine, so we can't really do much w/ it
#define SE_ResistCorruption                        370        //not implemented. ditto

there's a lot more.


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