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

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  #1  
Old 06-17-2009, 10:45 PM
Tabidzukare
Sarnak
 
Join Date: Mar 2009
Location: A place
Posts: 42
Exclamation Update

Hi everyone!

I apologize this issue has rested for so long! Indeed I've been busy programming and learning everything I can about programming to affect some greater changes in this community.. Difficult stuff really!!

Consequently I haven't had much time to work on this, however, recently I did make a character on Tallon/Vallon Zek. Guess what.. renaming arena.eqg, nektulos.eqg and lavastorm.eqa to .old + downloading their spells_us.txt file fixed the old spell graphics to launch properly out of the hands.

What is interesting about this is that I did NOT erase my spellsnew files at all! Yet old graphics for buffs, leech effects etc show up now.. This btw is from an absolutely fresh install of Titanium, I just changed what was mentioned above and began to play.

Regardless of where I play (any other server) the old spell graphics stick except for some newer effects which might not be linked to older style graphics internally.
I have not tested:
    • Removing the spellsnew / naming spells.eff
    • Playing with the original spells_us.txt to see the old graphics still work without it
    • Renaming the eqg files back to normal.

This can lead us to two possibilities:
    1. Spells_us.txt controls the 'problematic elements' of classic spells 'misfiring'
    2. The eqg files somehow factor into spell graphics.

Once we figure out what is really affecting the changes all we need to do is institute those changes and everything should work flawlessly. If it is in fact the spells_us.txt files (I didn't back up the original one from install so I can't see it.. ) then the question arises as to how they edited it.. Not that it matters at this point since it works and the only important thing is saving it or downloading it for use on your own server. Also, if someone has a fresh spells_us.txt, can you open it up in a plain txt editor?? Does it display plain text for you or is it all jumbled crap? The T/V Zek spells_us if all garbage and voodoo while spells_en is plain English.

Either way, the solution is a few steps off, and when I get the time I'll do these myself, in the mean time if some industrious individual decides to try post your results here please!

With success close at hand,
Kindest Regards~~
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  #2  
Old 06-18-2009, 04:43 PM
steve
Discordant
 
Join Date: Jan 2002
Posts: 305
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The EQG zone files shouldn't have any effect on the spell graphics. Those are only loaded when you're visiting those particular zones.

You can rule that one out
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  #3  
Old 06-22-2009, 09:17 PM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
Default

Finally figured this out.

You can get the old spell effects by a combination of *not* deleting your spellsnew.eff and .edd files and changing the value of particle effect. (field is labeled as particle effect in spell editor and spellanim in spells_new table.

Once again, a GeorgeS tool has saved my sanity
http://wizardportal.dyndns.org/eqemu/eq.html

The Spell Encyclopedia and media file includes a folder of high quality video avis. The correct spell particles for symbol of pinzarn according to these videos is 86. In the spells_us.txt file, it is particle 10. Watching the videos, you don't see the hand-casting effects because they are instantly being cast. Actually casting the spell with a casting delay looks great.

Changing your db entry and/or spells_us.txt file for the desired particle effect you are looking for + having spellsnew.eff and spellsnew.edd in place = classic spell effects coming out of your hands.

Late, but well worth it.

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  #4  
Old 06-23-2009, 12:19 PM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
Default

Well maybe I posted too soon! After getting to that step, I assumed that would take care of the rest of the issues.

Classically, your spells would change/improve graphically the higher level you were.

Symbols, for example, would start out green, then around 24 the blue effects would be added to it. After 40 (i think? ) it would also include red particle effects and give you the nice tri-color buffs.

The only other issue I have found so far is that the spells don't actually *shoot* out of your hands, they just float from the top of them.

Anyone have further ideas about how particle colors can be level based, or how to effect the velocity/gravity of spell effects?
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