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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |
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02-19-2006, 01:43 PM
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Fire Beetle
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Join Date: Nov 2004
Posts: 11
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spells_us.txt data format
I've been searching around for documentation of the spells_us.txt data format but i've come up pretty much empty. I need to know every column. I have a SQL table that i based off eqcaster.exe's output - but it cannot handle the number of spells in the abandoned spells_en.txt not to mention to new completey spells_us.txt [that contains twice the number of spells] - the auto_increment column is database purposes only, the rest of it is fields from the file
anyone got the documentation on how to translate the file directly? spells email me at thekazan AT gmail DOT com - thanks!
Code:
CREATE TABLE `spells` (
`eq_spells_id` int(11) unsigned NOT NULL auto_increment,
`Spell Name` tinytext,
`Description 1` tinytext,
`Description 2` tinytext,
`Description 3` tinytext,
`Description 4` tinytext,
`Description 5` tinytext,
`Description 6` tinytext,
`Description 7` tinytext,
`Description 8` tinytext,
`Description 9` tinytext,
`Description 10` tinytext,
`Description 11` tinytext,
`Description 12` tinytext,
`Extra` tinytext,
`Mana Drain` int(11) NOT NULL default '0',
`WAR` int(8) unsigned NOT NULL default '255',
`CLR` int(8) unsigned NOT NULL default '255',
`PAL` int(8) unsigned NOT NULL default '255',
`RNG` int(8) unsigned NOT NULL default '255',
`SHD` int(8) unsigned NOT NULL default '255',
`DRU` int(8) unsigned NOT NULL default '255',
`MNK` int(8) unsigned NOT NULL default '255',
`BRD` int(8) unsigned NOT NULL default '255',
`ROG` int(8) unsigned NOT NULL default '255',
`SHM` int(8) unsigned NOT NULL default '255',
`NEC` int(8) unsigned NOT NULL default '255',
`WIZ` int(8) unsigned NOT NULL default '255',
`MAG` int(8) unsigned NOT NULL default '255',
`ENC` int(8) unsigned NOT NULL default '255',
`BST` int(8) unsigned NOT NULL default '255',
`Casting Time` float NOT NULL default '0',
`Fizzle Time` float NOT NULL default '0',
`Recovery Time` float NOT NULL default '0',
`Indoor/Outdoor` tinytext,
`Time` tinytext,
`Location` tinytext,
`Skill` tinytext,
`Duration` int(11) NOT NULL default '0',
`Dur Formula` int(11) NOT NULL default '0',
`AoE Duration` int(11) NOT NULL default '0',
`Pos/Neg` int(11) NOT NULL default '0',
`Category` tinytext,
`Attrib 1` tinytext,
`Min 1` int(11) NOT NULL default '0',
`Max 1` int(11) NOT NULL default '0',
`Calc 1` tinytext,
`Attrib 2` tinytext,
`Min 2` int(11) NOT NULL default '0',
`Max 2` int(11) NOT NULL default '0',
`Calc 2` tinytext,
`Attrib 3` tinytext,
`Min 3` int(11) NOT NULL default '0',
`Max 3` int(11) NOT NULL default '0',
`Calc 3` tinytext,
`Attrib 4` tinytext,
`Min 4` int(11) NOT NULL default '0',
`Max 4` int(11) NOT NULL default '0',
`Calc 4` tinytext,
`Attrib 5` tinytext,
`Min 5` int(11) NOT NULL default '0',
`Max 5` int(11) NOT NULL default '0',
`Calc 5` tinytext,
`Attrib 6` tinytext,
`Min 6` int(11) NOT NULL default '0',
`Max 6` int(11) NOT NULL default '0',
`Calc 6` tinytext,
`Attrib 7` tinytext,
`Min 7` int(11) NOT NULL default '0',
`Max 7` int(11) NOT NULL default '0',
`Calc 7` tinytext,
`Attrib 8` tinytext,
`Min 8` int(11) NOT NULL default '0',
`Max 8` int(11) NOT NULL default '0',
`Calc 8` tinytext,
`Attrib 9` tinytext,
`Min 9` int(11) NOT NULL default '0',
`Max 9` int(11) NOT NULL default '0',
`Calc 9` tinytext,
`Attrib 10` tinytext,
`Min 10` int(11) NOT NULL default '0',
`Max 10` int(11) NOT NULL default '0',
`Calc 10` tinytext,
`Attrib 11` tinytext,
`Min 11` int(11) NOT NULL default '0',
`Max 11` int(11) NOT NULL default '0',
`Calc 11` tinytext,
`Attrib 12` tinytext,
`Min 12` int(11) NOT NULL default '0',
`Max 12` int(11) NOT NULL default '0',
`Calc 12` tinytext,
`Reagent 1` tinytext,
`Quantity 1` int(11) NOT NULL default '0',
`Reageant 2` tinytext,
`Quantity 2` int(11) NOT NULL default '0',
`Reageant 3` tinytext,
`Quantity 3` int(11) NOT NULL default '0',
`Reageant 4` tinytext,
`Quantity 4` int(11) NOT NULL default '0',
`Focus 1` tinytext,
`Focus 2` tinytext,
`Focus 3` tinytext,
`Focus 4` tinytext,
`Resistance` tinytext,
`Target` tinytext,
`Resist Adj` int(11) NOT NULL default '0',
`Gem` int(11) NOT NULL default '0',
`Range` float NOT NULL default '0',
`AoE Range` float NOT NULL default '0',
`Back Range` float NOT NULL default '0',
`Up Range` float NOT NULL default '0',
`Spell ID` int(11) unsigned NOT NULL default '0',
`You Cast` tinytext,
`Someone Casts` tinytext,
`Cast on You` tinytext,
`Cast on Someone` tinytext,
`Spell Fades` tinytext,
PRIMARY KEY (`eq_spells_id`)
) TYPE=MyISAM;
Last edited by lordkazan; 02-19-2006 at 10:19 PM..
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02-20-2006, 01:40 AM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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Ive tried to make a spell editor in the past, but I [ was too lazy / was not able / no one seemed to have documentation ] to figure out the syntax of the spells_us.txt file. :(
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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02-20-2006, 02:23 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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spdat.h
might check lucy for possibly identities of the spacing/unknown fields.
Code:
struct SPDat_Spell_Struct
{
/* 000 */ int id; // not used
/* 001 */ char name[32]; // Name of the spell
/* 002 */ char player_1[32]; // "PLAYER_1"
/* 003 */ char teleport_zone[32]; // Teleport zone, pet name summoned, or item summoned
/* 004 */ char you_cast[64]; // Message when you cast
/* 005 */ char other_casts[64]; // Message when other casts
/* 006 */ char cast_on_you[64]; // Message when spell is cast on you
/* 007 */ char cast_on_other[64]; // Message when spell is cast on someone else
/* 008 */ char spell_fades[64]; // Spell fades
/* 009 */ float range;
/* 010 */ float aoerange;
/* 011 */ float pushback;
/* 012 */ float pushup;
/* 013 */ int32 cast_time; // Cast time
/* 014 */ int32 recovery_time; // Recovery time
/* 015 */ int32 recast_time; // Recast same spell time
/* 016 */ int32 buffdurationformula;
/* 017 */ int32 buffduration;
/* 018 */ int32 AEDuration; // sentinel, rain of something
/* 019 */ int16 mana; // Mana Used
/* 020 */ sint16 base[EFFECT_COUNT]; //various purposes
/* 032 */ int base2[12]; //various purposes
/* 044 */ sint16 max[EFFECT_COUNT];
/* 056 */ int16 icon; // Spell icon
/* 057 */ int16 memicon; // Icon on membarthing
/* 058 */ sint16 components[4]; // reagents
/* 062 */ int component_counts[4]; // amount of regents used
/* 066 */ signed NoexpendReagent[4]; // focus items (Need but not used; Flame Lick has a Fire Beetle Eye focus.)
// If it is a number between 1-4 it means components[number] is a focus and not to expend it
// If it is a valid itemid it means this item is a focus as well
/* 070 */ int16 formula[EFFECT_COUNT]; // Spell's value formula
/* 082 */ int LightType; // probaly another effecttype flag
/* 083 */ int goodEffect; //0=detrimental, 1=Beneficial, 2=Beneficial, Group Only
/* 084 */ int Activated; // probaly another effecttype flag
/* 085 */ int resisttype;
/* 086 */ int effectid[EFFECT_COUNT]; // Spell's effects
/* 098 */ SpellTargetType targettype; // Spell's Target
/* 099 */ int basediff; // base difficulty fizzle adjustment
/* 100 */ int skill;
/* 101 */ sint16 zonetype; // 01=Outdoors, 02=dungeons, ff=Any
/* 102 */ int16 EnvironmentType;
/* 103 */ int TimeOfDay;
/* 104 */ int8 classes[PLAYER_CLASS_COUNT]; // Classes, and their min levels
/* 120 */ int8 CastingAnim;
/* 121 */ int8 TargetAnim;
/* 122 */ int32 TravelType;
/* 123 */ int16 SpellAffectIndex;
/* 124 */ int16 Spacing2[23];
/* 147 */ sint16 ResistDiff;
/* 148 */ int16 Spacing3[2];
/* 150 */ int16 RecourseLink;
/* 151 */ int Spacing4[4];
/* 155 */ int descnum; // eqstr of description of spell
/* 156 */ int typedescnum; // eqstr of type description
/* 157 */ int effectdescnum; // eqstr of effect description
/* 158 */ int Spacing5[17];
/* 175 */ // last field is 174
/*
Some fields which should be in here somewhere (MQ2):
Deletable
PvPResistBase
PvPResistCalc
PvPResistCap
CanMGB
*/
};
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02-20-2006, 03:01 AM
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Fire Beetle
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Join Date: Nov 2004
Posts: 11
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ok thanks, if i could only track down Phillip Davis (who wrote eqcaster)
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