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Development::Bugs Bug reports which have been deemed true bugs, so they dont get lost elsewhere.

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  #1  
Old 06-03-2006, 02:52 PM
vales
Discordant
 
Join Date: May 2006
Posts: 458
Default Lull line.

Is there an easy way to fix the Lull, Soothe, Calm etc., line of spells for let's say, an Enchanter, Bard, etc.? I've read the small workaround about adding the "return true;" on line 625 in aggro.cpp, but when I look a bit lower, I see it's implemented already.

There was also mention of making the spell in spells_us.txt from Beneficial to Detrimental, but I can't see to make any sense of all of the colums and number entries. So far, no luck. Maybe someone can just point out which number I can edit or something? Is there some kind of documentation where I can find info on this?

I've tried looking for the spell editors, but the links are dead. If anyone can point me in the right direction on what the colums mean or what to do, I'd be grateful.
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  #2  
Old 06-06-2006, 03:31 AM
sdabbs65
Dragon
 
Join Date: Dec 2003
Location: Earth
Posts: 818
Default Spells

Quote:
Originally Posted by vales
Is there an easy way to fix the Lull, Soothe, Calm etc., line of spells for let's say, an Enchanter, Bard, etc.? I've read the small workaround about adding the "return true;" on line 625 in aggro.cpp, but when I look a bit lower, I see it's implemented already.

There was also mention of making the spell in spells_us.txt from Beneficial to Detrimental, but I can't see to make any sense of all of the colums and number entries. So far, no luck. Maybe someone can just point out which number I can edit or something? Is there some kind of documentation where I can find info on this?

I've tried looking for the spell editors, but the links are dead. If anyone can point me in the right direction on what the colums mean or what to do, I'd be grateful.
useing the old spell editor from 5.7. I forget the name of it.
You shoud be able to edit spells you just need to be more careful when editing spell effects.
if it doesn't work, just make it SPELLS.txt instead of spells.txt (the filename).
then it will work.
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  #3  
Old 06-06-2006, 05:04 AM
vales
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Join Date: May 2006
Posts: 458
Default

Thanks a bunch for the tips! I'll try looking for this editor. I did manage to find out what all the fields are. I'll use Lull as an example for those that want to do the same.

Spell ID: Lull = 208

In the game, type: #spellinfo 208. You should get a bunch of data on that particular spell. Take a screenshot for later reference. Now if you look in the spells_us.txt and spells_en.txt and jump to spell 208, you should see the spell along with all of the data that's in the screenshot. If you look at the "beneficial" number, it'll be set to 1. If you're confused, just look at the first entry in the screenshot, and compare the rows of numbers along with the spell info in the screenshot. That should basically give you the fields. Now I just changed the 1 to a 0, and saved it. It's now detrimental, so when I cast it the mobs just aggro. :p That small test was just to confirm that I could successfully edit it without breaking it. Note that I didn't edit the client side entries just yet, and the spell worked as intended when I played.

I'm sure that there's an easier way to edit it, but for those that might want a bit more info can do it this way, for now. I'm off to find this spell editor, and I'll report back when I find out more info.
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  #4  
Old 06-06-2006, 05:45 AM
aza77
Hill Giant
 
Join Date: Dec 2004
Posts: 126
Default

the spelleditor still works all you need to do is add ^0 at the end of each line .. looks like the format was changed a lil bit. if you edit the rows make sure you don't add something. you can change a 0 to a 1 but if you try to change a 0 to 10 make sure you remove somewhere else at the line a letter or the spells will be broken from that line on. most string files work like that as far as i noticed so far
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  #5  
Old 06-06-2006, 07:03 AM
vales
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Join Date: May 2006
Posts: 458
Default

Thanks for the heads up.

I'm not going to be tearing everything apart. I just wanted to see how the structure related to how the emu interpreted the fields and stuff. It's pretty neat. :p

Since we're on the subject, has anyone got the Lull line of spells to work? I'm still a bit over my head in all this. I'm using Mongrel's spell editor since it was the only one I can find, and it makes browsing through spells much easier, imo. Is there a certain field I have to change to get it to work, or is this something that has to be coded and then compiled? Since this topic got moved to the Development Bugs section, I'm assuming on the latter.

Thanks for any input!
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