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  #1  
Old 04-26-2009, 06:00 AM
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trevius
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That may be a spell file issue. It probably depends on how you have your server setup. If you use a custom spell file, you probably need to create one to use for SoF as well so they match up. They seem to work fine for me after I did that.

What you should do is use the new import/export scripts that AndMetal made. You can import your custom Titanium spell file into the database using them. Then, export it back into the same file. What that will do is add all of the extra spell fields that are required for SoF. Otherwise, if you try to use a plain Titanium spell file on SoF, it crashes the client. But, by doing the import and export, the spell file will then work for both clients. The file is always backwards compatible (as far as I know), but it is not forwards compatible.

I may need to do more testing on Discs, but so far they seem fine to me.
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Old 04-26-2009, 02:45 PM
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Secrets
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Quote:
Originally Posted by trevius View Post
That may be a spell file issue. It probably depends on how you have your server setup. If you use a custom spell file, you probably need to create one to use for SoF as well so they match up. They seem to work fine for me after I did that.

What you should do is use the new import/export scripts that AndMetal made. You can import your custom Titanium spell file into the database using them. Then, export it back into the same file. What that will do is add all of the extra spell fields that are required for SoF. Otherwise, if you try to use a plain Titanium spell file on SoF, it crashes the client. But, by doing the import and export, the spell file will then work for both clients. The file is always backwards compatible (as far as I know), but it is not forwards compatible.

I may need to do more testing on Discs, but so far they seem fine to me.
It's probably the disc type, since all of the spells on KMRA were hand-made and it would seem in SoF some of them are hardcoded to have a specific disc re-use as out of combat only. I'll try and get the number on the one that doesn't work, but some discs do work, some don't... i'm willing to bet it's spell file dependant.
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  #3  
Old 05-04-2009, 07:27 AM
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Originally Posted by Secrets View Post
It's probably the disc type, since all of the spells on KMRA were hand-made and it would seem in SoF some of them are hardcoded to have a specific disc re-use as out of combat only. I'll try and get the number on the one that doesn't work, but some discs do work, some don't... i'm willing to bet it's spell file dependant.
Just an update on this, for reference:

I ended up importing the spells, exporting them, and some spells were working because the number of fields was correct for titanium. Some of the older spells Raid Addicts has did *not* have all the required fields for titanium, however the titanium client still read the spell. When I converted this over to SoF with the import/export technique, those spells got corrupted. I ended up taking my broken file and opening it up in Ailia's Spell Editor, and then save it without doing any changes, and that added the missing fields.

It's a good thing to know, because if I didn't have those fields, they would have got parsed incorrectly into the DB (which they did initially) and then broken in the end SoF client. So, I imported and exported again after saving the spell file again, and this time it made a very nice Secrets of Faydwer compatable spell file.

Just wanted to post my progress on this for reference.
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  #4  
Old 05-10-2009, 03:53 AM
Shendare
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I'm sure this is a low priority, but I notice that with the SoF client and rev488 codebase, the npc_types fields luclin_hairstyle, luclin_haircolor, luclin_beard, and luclin_beardcolor are not being recognized.

All Luclin-model playable-race NPCs display the defaults for these values, regardless of the database's settings.

The Titanium client appears to be able to work with the aforementioned fields' values, and both clients are able to acknowledge face, luclin_eyecolor, and luclin_eyecolor2.
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  #5  
Old 05-10-2009, 05:05 AM
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trevius
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Thanks for the report, Shendare, but that is already a known issue as posted here:

http://www.eqemulator.net/forums/showthread.php?t=27429

Quote:
Cosmetic Work:
1. Spawn Structure - The spawn structure could use a few more fields to be identified (hair/beard color, hair, other facial features, sneak, and invis).
That post is updated regularly, so please make sure to check there as well as the first page in this thread before posting new bug reports.
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  #6  
Old 05-10-2009, 12:52 PM
Shendare
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I totally missed that while looking over the list. Sorry about that! Feel free to delete my post!
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  #7  
Old 05-10-2009, 05:09 PM
warhawk
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Default Potion belt bug

Hi

I've noticed a bug with the potion belt using the SOF client. If i have a stack of 6 potions it shows 36 in the potion belt icon. Also ,when clicked it gives the error message Error: item not found in inventory slot 272..

This is on PEQ using version 491
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