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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 05-15-2009, 10:48 AM
Lillu
Hill Giant
 
Join Date: Sep 2008
Posts: 204
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I made a custom spell file (Gate to nektulosa). Since the new spell data is stored in the spells_us.txt, it works perfectly ingame. but, I can not assign this new spell to any items as clicky (using Georges tools), since it works from a different data source. Is there a way to "easily" update Georges data source with the custom spells_us.txt file, and then use the custom spells with custom items?

Any help or workaround would be appreciated.
Thanks,
Lillu
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  #2  
Old 05-17-2009, 05:58 PM
Lillu
Hill Giant
 
Join Date: Sep 2008
Posts: 204
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Bump. Anyone managed to make a custom item with clicky custom spell?
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  #3  
Old 05-19-2009, 08:13 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
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Quote:
Originally Posted by Lillu View Post
I made a custom spell file (Gate to nektulosa). Since the new spell data is stored in the spells_us.txt, it works perfectly ingame. but, I can not assign this new spell to any items as clicky (using Georges tools), since it works from a different data source. Is there a way to "easily" update Georges data source with the custom spells_us.txt file, and then use the custom spells with custom items?

Any help or workaround would be appreciated.
Thanks,
Lillu
While GeorgeS tools are very useful they do have limitations on item mods and a few other things. SQL Maestro for MySQL works great as a secondary tool and can be found here: http://www.sqlmaestro.com/products/mysql/maestro/

This program is not free but the site does offer a downloadable trial version.
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  #4  
Old 05-21-2009, 01:05 AM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Ok I just noticed this thread, so I will answer all questions -

The item editor uses a delimited "^" file in resources called spells.txt
- add your spell there. This file is just for my program, but I think I will change it so it will use 'spells_new' in the database. Please use the spells.txt until I change the program in the next revision (which also will allow 'profile' blob editing )


To create a potion (has clicky) let's say. Examine item 51112 - 10 dose mist of the wolf.

click on 'new edit' and look at the field "click effect" = pack spirit spell
to change it, click on the white square next to spell name and load in the spells and assign it. If you have no idea how to prefill the click level and click type, use the ? help button and click on prepopulate with suggested values.
Change maximum charges to a new number.
item type=potions
Then save the item , and you have a click item.

Remember to use an existing item as a template to assist.


also in 'new edit' you should copy the item and then modify it - best way.


GeorgeS
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  #5  
Old 05-21-2009, 02:09 AM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
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Well that bit of information solved the problem I was having.

When adding click effects to items why is there a difference between using new edit and old edit? Is this just an incorrect interpretation of intended function on my part or is there technical reason? Old edit kept causing runtime errors when attempting to add click effects to items.

Maybe it is just me but it would seem like old edit would be intended to modify existing items and new edit would be intended to copy the old item then allow you to edit the new copy. I Guess I just over thought that waaaay too much.
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