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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 08-18-2006, 09:24 AM
Thristam
Hill Giant
 
Join Date: Jun 2006
Posts: 117
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* Leech Touch - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you a life tap harm touch. Using this ability also uses your existing Harm Touch timer.
* Life Burn - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast a no-resist direct damage spell equal to that of your current hitpoints. The effect drains your life and provides a life bond effect that does 250 damage per tick, for 6 ticks.
* Mana Burn - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Mental Clarity at Level 3; This ability allows you to do non-resistible damage in an amount based off of your current mana.
* Mass Group Buff - Type: Activated, Refresh Time: 72 mins; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
* Mend Companion - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to cast a Lay of Hands type spell on your pet.
* Mental Clarity - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases your natural mana regeneration by 1 point per ability level.
* Natural Durability - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints which include stamina and stamina effects.)
* Natural Healing - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability raises your natural regeneration by one point per ability level.
* Nexus Gate - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you an instant-cast self gate spell to the Nexus.
* Permanent Illusion - Type: Passive; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows you to zone without losing your current Illusion.
* Pet Discipline - Type: Passive; Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to give your pet a "hold all aggression" command. The pet will not attack anything that attacks it or its master until explicitly told to attack. Usage: /pet hold.
* Physical Enhancement - Type: Passive; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will give you additional improvements in your natural Durability, Avoidance Boost, and Mitigation Boost.
* Poison Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces your chance of failing on a poison combination by 10, 25, and 50 percent. It also reduces the time to apply poison by 2.5 seconds per ability level. Once one point is applied to this ability, you will never again fail in poison application.
* Purge Poison - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will remove all poisons from your body.
* Purify Body - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability removes all negative affects from your body except for fear, charm, and resurrection affects.
* Purify Soul - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Healing Gift at Level 3; This ability allows you to cast a spell that cures all aliments except for charm, fear, and resurrection effects.
* Quick Buff - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
* Quick Damage - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Spell Casting Fury at Level 3; This ability reduces the casting time on your damage spells that have a casting time greater than four seconds by 2, 5, and 10 percent.
* Quick Evacuation - Type: Passive.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the casting time on your evacuation and succor spells by 10, 25, and 50 percent.
* Quick Summoning - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.
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  #2  
Old 08-18-2006, 09:25 AM
Thristam
Hill Giant
 
Join Date: Jun 2006
Posts: 117
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* Rabid Bear - Type: Activated, Refresh Time: 120 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability turns you into a Rabid Bear, boosting all of your offensive capabilities.
* Rampage - Type: Activated, Refresh Time: 15 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will allow you to strike everything in a small radius.
* Rapid Feign - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability reduces your reuse time on feign death by 10, 25, and 50 percent.
* Return Kick - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you the chance to automatically perform a bonus flying kick on ripostes 25, 35, and 50 percent of the time.
* Scribble Notes - Type: Passive; Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will reduce the amount of time that it takes you to memorize a song.
* Singing Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability allows for specialization and improved use of your voice.
* Slay Undead - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Combat Fury at Level 3; This ability will cause your criticals to inflict greatly improved damage versus the undead.
* Soul Abrasion - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability gives you increased damage off of the lifetap procs that result from your self buffs.
* Spell Casting Deftness - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability reduces the casting time of beneficial spells with a cast time greater then four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
* Spell Casting Expertise - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
* Spell Casting Expertise - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
* Spell Casting Fury - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability gives you a chance to land critical hits with your direct damage spells. This ability increases your chance to score a critical by 2, 4, and 7 percent.
* Spell Casting Fury Mastery - Type: Passive; Max - 3; Cost - 3; Requirements: Level - 59, Spell Casting Fury; This ability gives you an increased chance to score a critical hit with your direct damage spells.
* Spell Casting Mastery - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle (or miss song notes) and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
* Spell Casting Reinforcement - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
* Spell Casting Reinforcement Mastery - Type: Passive; Max - 1; Cost - 8; Requirements: Level - 59, Spell Casting Reinforcement at Level 3; This ability increases the duration of beneficial buffs that you cast by an additional 20 percent.
* Spell Casting Subtlety - Type: Passive; Max - 3; Cost - 2; Requirements: Level - 55, Must spend 6 ability points in the General Abilities; After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
* Strong Root - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability will grant you the ability to cast an extremely low resistance Root-type spell.
* Turn Summoned - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost - 5; Requirements: Level - 59, Spell Casting Fury at Level 3; This ability grants you an AE Fear DoT spell useful against summoned creatures. Each ability level amplifies the damage.
* Turn Undead - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability grants you an AE Fear DoT spell useful against undead. Each ability level amplifies the damage.
* Unholy Steed - Type: Activated, Refresh Time: 01 secs.; Max - 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype Abilities; This ability provides you with the power to call the ultimate unholy steed to your side.
* Warcry - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost - 3; Requirements: Level - 59, Fear Resistance at Level 3; This ability will allow you to make your entire group immune to fear for a period of time based on ability level.
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  #3  
Old 08-20-2006, 04:38 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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stuff like this belongs on the wiki... it will just get lost on the forums.
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  #4  
Old 08-20-2006, 05:01 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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heres my quick comments on your DB ideas:

aa_character:
the two min_* fields should not be there, as they are not character specific.
Further, they are already be specified in altadv_vars.
the remaining fields from aa_character would belong in the character table,
but there are more fields from the player profile which would be needed to make
their removal from the blob complete... and it should really be an all or nothing thing.

aa_info:
table should be normalized:
(character_id, aa_skill_id)
and thats it.

aa_data:
this table is a mess, it contains components from several different concepts:
Its only purpose should be to tell eqemu what to do with this AA.
this is what aa_actions is for, so what your really proposing is a mod to aa_actions.
the key should be aa_skill_id (aa_actions was aaid,rank but needs changing too since soe changed it)
aa_name, aa_class,aa_cost,aa_type,level, restriction... are already in altadv_vars
im not sure I see the usefuless of the other fields which are not in aa_actions either.
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  #5  
Old 08-21-2006, 03:40 AM
Thristam
Hill Giant
 
Join Date: Jun 2006
Posts: 117
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aa_character:
the two min_* fields should not be there, as they are not character specific.
Further, they are already be specified in altadv_vars.


Understood. The idea of this diagram was to replace whats currently in altadv_vars, aa_levels and aa_action to make it more customizable. Setting the min fields in the root of the db tree structure was to give the option to customize. Im getting the feeling that that isnt going to fly tho. Im assuming there is somthing im not understanding from a development standpoint on changing the current structure?

The remaining fields from aa_character would belong in the character table,
but there are more fields from the player profile which would be needed to make
their removal from the blob complete... and it should really be an all or nothing thing.


Ok, gotcha. Is there somwhere where what information is contained within the player profile? I would take a stab at trying to give you the fields you want if i had an idea of what was hidden inside there =). Just need to get a dummy profile if possiable.

aa_info:
table should be normalized:
(character_id, aa_skill_id)
and thats it.


OK. The idea behind the info table was to allow for custom ranks. I didnt wanna use the current structure cos i was concerned i that we would get stuck using preset ranks. But again, im getting the feeling that this is too much change and not what you really need. You need somthing that will enhance the current structure, not change it.

aa_data:
this table is a mess, it contains components from several different concepts:
Its only purpose should be to tell eqemu what to do with this AA.
this is what aa_actions is for, so what your really proposing is a mod to aa_actions.


No, i was proposing to replace it. Again, prolly a bad idea. Like you said, its purpose is to tell the code what to do with this AA. So if an AA ability did anything, it would be available in this table. This was to insure that a custom rank could have custom abilities.

the key should be aa_skill_id (aa_actions was aaid,rank but needs changing too since soe changed it)
aa_name, aa_class,aa_cost,aa_type,level, restriction... are already in altadv_vars
im not sure I see the usefuless of the other fields which are not in aa_actions either.


Ok, here is somthing I didnt understand. we are following a table naming set based on the code that we get from SOE? Now that i think about that it makes sense. My changes are prolly pretty far out then. I was under the impression that you were looking for somthing to replace the current aa db structure. But i think Im way way off from what your looking for.

Ill make the suggested changes and see what we end up with hehe.
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  #6  
Old 08-24-2006, 01:25 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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basically, altadv_vars and aa_levels come from SOE, and are ridgid. Really the thing which needs to be done with AAs is to modify aa_actions to better cover all of the things which AAs can do/modify, fill in that table, and implement their handling.
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