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Old 04-04-2008, 05:11 AM
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trevius
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Default Max Number of Spells in spells_us.txt?

I am trying to find a way to allow my players to level from 70 to 75 in a non-traditional manor. Basically, in the current top tier zone I am making, there will be drops for a quest that will allow players to level up to 75 even though the server cap is set to 70.

I have decided to use a current spell file download from SOE or from Lucy (either should work fine). Almost all of the current 1-70 spells seem to work fine for the most part with only minor bugs seen so far.

The issue is that it doesn't seem to load the entire spell database as far as I can tell, cause many of the 70+ spells just don't show up after using the spell scriber. I recall reading somewhere (but I can't find it now) that there is a limit of 9k or maybe 10k spells set to be loaded by the emu. I am guessing that is the reason why many are missing, because the exceeded the cut-off. I know that items have a max number that is able to be created by default and I don't think the itemIDs can exceed something like 100k. This is another reason I think spells may work this same way.

I know that some of the spells just won't work because some of them have new features that aren't supported in the emu yet. That is fine with me. I can remove any that don't work properly, or any that I don't want players to have from server-side and they just won't be scribed or castable. I can edit that stuff later, so that isn't a big concern.

I would like to know if anyone knows how to up the max amount of spells that can be loaded by the emu, or if there even really is a max number. Maybe I am incorrect in thinking that. It could just be that some aren't showing up in-game because they have features in them that aren't supported, so they won't even load properly or something.

I have tried compiling the source in the past, but I was never able to get it to work properly. I am sure that if someone could find the code I need to change to correct the issue I am having, I could give it a try again and get it working with enough effort, lol. Of course, I wouldn't complain if there was a rule to adjust settings like max number of items to load or max number of spells. I am not concerned about max itemID number, I am just mentioning it, because it seems like it could be similar to that issue.

I really wanted to find a way to do this without requiring a file download for the clients, but I don't think that is possible. I tried just editing some current spells in the same spell line and upgrading them so there would be 1 spell per level from 71 to 75 for each class. Unfortunately, the client side spell file is responsible for more than I had imagined. I was hoping it would only show the wrong spell info, but it also determines cast times and even stat adjustments from buffs. An example was that I used the spell holy armor to make a new group buff for clerics that would be an upgrade to CoV. The spell worked as intended, but the HPs don't show up properly in the inventory stats screen even though they show up with #showstats properly. Also, it would appear that the spell only took 2 seconds to cast, but then would just do nothing until the 20 seconds of cast time passed that was set for the actual upgraded spell on the server. This is just too buggy and too hard for my players to keep track of.

Thanks in advance for any information on this. I will be making another post in relation to this non-traditional leveling method, since stats don't show up properly due to skill caps getting rolled over, but I will leave that for another post in another section.
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