Difference between revisions of "Spells:Effects"

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'''EQ2Emulator -- Spell Effects'''
 
'''EQ2Emulator -- Spell Effects'''
  
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Spell Effects are those sparkly, bursty, explody visual effects you see around a player or objects while spells/abilities are being cast. An example would be when you are casting Call to Qeynos, and your player starts waving his/her hands and the columns appear, til the spell is done and you float away! That is a Spell Effect.
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The data we use is taken right from the client assetslib.vpl file using [http://eq2.blazlabs.com/Eq2VpkTool-1.2.3.zip Eq2VpkTool], a utility created by [http://eq2.blazlabs.com/ blazlabs.com] in 2007. Using this tool, in the root of the assetslib.vpl you can see some *.dat files, one being spellcast.dat. Extracting and opening this spellcast.dat file, it is a plain-text list of spell effects IDs and paths to internal client effects processes.
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An example of this data in it's raw format:
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'''id  effect'''
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13  priest/buff_limbs
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14  priest/heal_ball
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15  priest/root
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Above, you see a priest class effect for buffing, healing, and rooting.
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In our DB Milestone 1 database, we provided "fake spells" in the database to try out these different effects yourself. All you have to do to "cast" one is type /useability {id}, where ''id'' is the number shown in the file or spells table itself. If your local database does not have spell id's 1-2500 or so, you can source in the current database from the [https://svn.eq2emulator.net/svn/eq2content/trunk/database/dumps/dev_db/ EQ2Content SVN] and zap your buddies to kingdom come!
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The first 2500 or so records in our `spells` table are this effects test data, and one of the (many) tasks on the Content Design team is to identify these spell effects so we can assign them to spells/abilities as they are developed.
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(more info needed on using spell effects in spells records)

Latest revision as of 17:58, 8 February 2012

EQ2Emulator -- Spell Effects

Spell Effects are those sparkly, bursty, explody visual effects you see around a player or objects while spells/abilities are being cast. An example would be when you are casting Call to Qeynos, and your player starts waving his/her hands and the columns appear, til the spell is done and you float away! That is a Spell Effect.


The data we use is taken right from the client assetslib.vpl file using Eq2VpkTool, a utility created by blazlabs.com in 2007. Using this tool, in the root of the assetslib.vpl you can see some *.dat files, one being spellcast.dat. Extracting and opening this spellcast.dat file, it is a plain-text list of spell effects IDs and paths to internal client effects processes.


An example of this data in it's raw format:

id  effect
13  priest/buff_limbs
14  priest/heal_ball
15  priest/root

Above, you see a priest class effect for buffing, healing, and rooting.


In our DB Milestone 1 database, we provided "fake spells" in the database to try out these different effects yourself. All you have to do to "cast" one is type /useability {id}, where id is the number shown in the file or spells table itself. If your local database does not have spell id's 1-2500 or so, you can source in the current database from the EQ2Content SVN and zap your buddies to kingdom come!


The first 2500 or so records in our `spells` table are this effects test data, and one of the (many) tasks on the Content Design team is to identify these spell effects so we can assign them to spells/abilities as they are developed.


(more info needed on using spell effects in spells records)