Quote:
Originally Posted by seveianrex
The one thing I haven't been able to figure out yet is: when you click "Make Hotkey" on your character for the AA itself, the button it creates is blank. I would assume this is related to the database table "altadv_vars" column [hotkey_sid] or [hotkey_sid2]. I just have no idea what "sid" is? It's not SpellID, I know that much. StringID? Help!
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You are correct, it refers to a String ID. The current values correspond to eqstr_en.txt in the EverQuest client directory. After searching through the file, I was able to find this:
Code:
5662 Project
5663 Illusion
So, hotkey_sid would be 5662, hotkey_sid2 would be 5663. I do find it a little odd, because most strings are now handled in
dbstr_us.txt, but the packet structure still includes it:
common/patches/Titanium_structs.h
Code:
struct SendAA_Struct {
/*0000*/ int32 id;
/*0004*/ int32 unknown004; //set to 1.
/*0008*/ int32 hotkey_sid;
/*0012*/ int32 hotkey_sid2;
/*0016*/ int32 title_sid;
/*0020*/ int32 desc_sid;
/*0024*/ int32 class_type;
/*0028*/ int32 cost;
/*0032*/ int32 seq;
/*0036*/ int32 current_level; //1s, MQ2 calls this AARankRequired
/*0040*/ int32 prereq_skill; //is < 0, abs() is category #
/*0044*/ int32 prereq_minpoints; //min points in the prereq
/*0048*/ int32 type;
/*0052*/ int32 spellid;
/*0056*/ int32 spell_type;
/*0060*/ int32 spell_refresh;
/*0064*/ int16 classes;
/*0066*/ int16 berserker; //seems to be 1 if its a berserker ability
/*0068*/ int32 max_level;
/*0072*/ int32 last_id;
/*0076*/ int32 next_id;
/*0080*/ int32 cost2;
/*0084*/ int32 unknown80[2]; //0s
/*0088*/ int32 total_abilities;
/*0092*/ AA_Ability abilities[0];
};
so it looks the client still needs it from the server.
Quote:
Originally Posted by seveianrex
The other thing I wanted to put up here for discussion is this: I know on EQLive, the only spells that Project Illusion AA would work for were the basic ones such as "Illusion Human". Spells such as "Minor Illusion" would not be effective. I see a number of ways of addressing this:
1) Allow any spell with an illusion in any effect slot be compatible with Project Illusion AA
2) Allow any spell that has only a single effect slot (the illusion), be compatible with Project Illusion AA
3) Allow any spell that has an actual spell name beginning with "Illusion" be compatible with Project Illusion AA
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Or option 4) allow it to only work with an
effectdescnum of 49, which is "Illusion: Player" vs 48 (and a few others) which is "Illusion: Other".
Hope this helps.