Difference between revisions of "Spells:Effects"
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'''EQ2Emulator -- Spell Effects''' | '''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. |
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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: | ||
| + | '''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. | ||
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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)