Developer:Spells
- Last edited 14 years ago by I need to Update My Profile
Breakdown Per Page has been added.
Contents
- 1 Intro
- 2 Spells List
- 3 Spell Videos
- 4 Lua Scripts
- 5 Using spells in items
- 6 Spell Tables
- 6.1 Spells
- 6.1.1 ID
- 6.1.2 Version
- 6.1.3 Sub_Version
- 6.1.4 Type
- 6.1.5 Cast_Type
- 6.1.6 Name
- 6.1.7 Description
- 6.1.8 Icon
- 6.1.9 Icon2
- 6.1.10 Icon Type
- 6.1.11 Class_Skill
- 6.1.12 Mastery_Skill
- 6.1.13 Tier
- 6.1.14 HP_Req
- 6.1.15 Power_Req
- 6.1.16 Power_Upkeep
- 6.1.17 Recast
- 6.1.18 Radius
- 6.1.19 Max_AOE_targets
- 6.1.20 Req_Concentration
- 6.1.21 Range
- 6.1.22 Duration1
- 6.1.23 Duration2
- 6.1.24 Duration_Until_Cancel
- 6.1.25 Call_Frequency
- 6.1.26 Resistibility
- 6.1.27 Target_Type
- 6.1.28 Recovery
- 6.1.29 Level
- 6.1.30 Power_req_Percent
- 6.1.31 HP_Req_Percent
- 6.1.32 Success_Message
- 6.1.33 Fade_Message
- 6.1.34 Lua_Script
- 6.1.35 Spell_Visual
- 6.1.36 Effect_Message
- 6.1.37 Spell_Book_Type
- 6.1.38 Interruptible
- 6.2 Spell_data
- 6.3 Spell_display_effects
- 6.1 Spells
- 7 Guide Written By: Chrrox
- 8 List of Spell Effects
Intro
"Spells" are anything the player can cast, or effect, on themselves or any object in the game. They are generally broken down into Ability, Spells, Combat Arts, Tradeskills, and etc, for the sake of development; we call them all "Spells".
For the official database release of Spells, we have come up with what we feel is a logical grouping of spell IDs for our database. This ensures consistency and ease of data retrieval when we need to look something up quickly. In this, Spell IDs have "ranges" that logically fit within our determined bounds. See this chart for a detailed explanation of our Spell ID structures.
Spells List
Using the VPK Extractor tool by Blaz (google) you can extract the spellcast.dat file and view it with notepad.
Or go here
Spell Videos
I am going to post a video on youtube of all the spells being cast 1 - 2000 so you can see the visual/sound effects and what icon they have.
[1]2 - 100] [2]101 - 200] [3]201 - 300] [4]301 - 400] [5]1000 - 1100] [6]1101 - 1200] [7]1201 - 1300] [8]1301 - 1400] [9]1401 - 1455]
Lua Scripts
Here are some example spell scripts to get you started
Heal <pre>
--main process function function cast(Caster, Target, DamageType, Damage) -- syntax for SpellDamage is Target, DamageType, and Damage --SpellDamage(Target, DamageType, Damage) ModifyHP(Caster, 20) end
function remove(Caster, Target) end </pre>
Poison/Dot <pre> function cast(Caster, Target, DamageType, Damage) end
function remove(Caster, Target) end
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal) SpellDamage(Target, 6, 30)
end </pre>
Levitate <pre> function cast(Caster, Target, DamageType, Damage) SetServerControlFlag(Caster, 1, 32, 1) -- runs for 200 ticks SendPopUpMessage(Caster, "You feel lighter"); end
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)
end
function remove(Caster, Target)
SetServerControlFlag(Caster, 1, 32, 0)
SendPopUpMessage(Caster, "You feel heavier");
end
</pre>
HP Buff <pre> function cast(Caster, Target, DamageType, Damage) SetMaxHP(Target, (GetMaxHP(Target) + 50)) end
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)
end
function remove(Caster, Target) SetMaxHP(Target, (GetMaxHP(Target) - 50)) end </pre>
Using spells in items
You can take use of the CastSpell(Target, SpellID, SpellTier, Caster) function in your item scripts to have a spell executed. This is useful for when you want your item to start an effect but also remove it after a duration. (See spell_tiers duration1/duration2 and the spell lua function remove())
Spell Tables
Spells
ID
This is the unique ID for your spell. Just choose a number you have not used yet.
Version
Unknown/ I have changed this value and it appears to do nothing.
Sub_Version
Unknown/ I have changed this value and it appears to do nothing.
Type
Unknown
could be what kind of damage it deals ex slashing or crushing.
Cast_Type
0 = Normal<br /> 1 = Toggle, casting it the first time turns the spell on, casting it a second time turns the spell off.
Name
The Name you give your spell. Example : Sprint
Description
Gives the player a short description of the spell when the put their mouse over it appears in the upper right corner under spell name.
Icon
This is the top icon and is the icon that will be shown in your spell book. I will update the id's as I try them. 1: Blue lightning bolt I will post pictures of the rest. example sprint2 would have the id of 2 sprint 3 would have an id of 3 ext.... Image
Icons 792 - 2001 are just plain white.
Icon2
This is the bottom icon of your spell this will show the icon that is used to make combo's. I will update the id's as I try them. 1: Warrior type / blue / shield / 1 2: Warrior type / blue / horn / 1 3: Warrior type / blue / fist / 1 4: Warrior type / blue / boot / 1 5: Warrior type / blue / muscle-flex / 1 6: Warrior type / blue / sword / 1 7: Warrior type / blue / shield / 2 8: Warrior type / blue / horn / 2 9: Warrior type / blue / fist / 2 10: Warrior type / blue / boot / 2 11: Warrior type / blue / muscle-flex / 2 12: Healer Type / gold / chalice / 1 13: Healer Type / gold / symbol / 1 14: Healer Type / gold / hammer / 1 15: Healer Type / gold / eye / 1 16: Healer Type / gold / moon / 1 17: Healer Type / gold / stone henge / 1 18: Healer Type / gold / chalice / 2 19: Healer Type / gold / symbol / 2 20: Healer Type / gold / hammer / 2 21: 22: 23: 24: 25: 26: 27: 28: 29: 30: 31: 32: 33: 34: 35: 36: 37: 38: 39: 40: 41: 42: 43: 44: 45: 46: 47: 48: Generic icon.
The max number here is 48 before the picture is just blank.
Icon Type
I am unsure of what this affects.
Class_Skill
I am unsure of what this affects. I leave it at 0
Mastery_Skill
I am unsure of what this affects. I leave it at 0
Tier
This is what determines what level your spell is. Here are the values. 1: Apprentice 1 2: Apprentice 2 3: Apprentice 3 4: Apprentice 4 5: Adept 1 6: Adept 2 7: Adept 3 8: Adept 4 9: Master 1 10: Master 2 11: Master 3 12: Master 4
HP_Req
Required HP in order to attempt to cast the spell.
Power_Req
Required Power in order to attempt to cast the spell.
Power_Upkeep
How much it costs to keep the spell going. Example: I cast sprint for 8 power and I set my cast time to 6 I would have to pay 8 power every 6 seconds to keep the buff going. Cast_Time: How long before you must pay the spells upkeep (time in seconds)
Recast
How long before you can recast your spell after it ends.
Radius
How far in meters away from the current target the spell will affect.
Max_AOE_targets
when the radius is greater than 0 the max number of targets the spell will affect.
Req_Concentration
How much concentration you need in order to cast the spell. (I set to 0 for now)
Range
How far away the target can be from the caster in meters.
Duration1
Minimum length of the spell duration.
Duration2
Maximum length of the spell duration.
Duration_Until_Cancel
If the first 2 are not specified then it will last forever until canceled.
Call_Frequency
Unknown ( I set to 0)
Resistibility
Chance of target resisting the spell.
Target_Type
What object you are allowed to cast the spell on.<br /> 0: Self<br /> 1: Enemy<br /> 2: Group (AE)<br /> 3: Caster's Pet<br /> 4: Enemy's Pet<br /> 5: Enemy's Corpse<br /> 6: Group Member's Corpse<br /> 7: Target None<br /> 8: Raid (AE)<br /> 9: Other Group (AE)
Recovery
Shows recovery in the spell I am unsure of what this does. (time in hundredths of a second.) 1,0000 = 10 seconds.
Level
Minimum Level needed to cast the spell.
Power_req_Percent
The % of power you need remaining in order to cast the spell.
HP_Req_Percent
The % of HP you need remaining in order to cast the spell.
Success_Message
The message you receive on screen when you successfully cast or receive a spell effect. Example: You begin to sneak.
Fade_Message
The message you receive when the spell is canceled / wears off. Example: You stop sneaking.
Lua_Script
The name of the lua script in your spells directory. Example: Sprint Damage These are case sensitive and do not need the .lua at the end.
Spell_Visual
The visual effect id of the effect you want to see when the spell is cast.
65 is a green glowing wolf like sow
- 120- smack that makes u look all green, bubbley and puke
- 121-firey whip
- 122-cover you in ice
- 123-surround you in fish lol
- 124- fish with skin effect
- 125- fish with skin effect
- 126- 3 rotating shields around you
- 127-chain you to the ground
- 128- lightning with ice effect
- 129-spikey ice ring buff
- 130-ice nuke with snow flakes
- 131-icicles fall on you
- 132-green and blue void circle
- 133-rust buff effect
- 134-knock down
- 135-knock to knees
- 136-blue pulsing circle with red glowy buff
- 137-orange sparkles with green body fog
- 138-glowy stone hand above head, gold body glow
- 139- rotating shields with glow
- 140-yellowish shockwave
- 141- purple electric, with fog cloud
- 142- red exploding orb
- 143 - golden exploding orb
- 150 - rotating fire shields
- 151 - rotating fire swords
- 152 - exploding red sphere
- 153 - red glow
- 154 - green leaves and green circle
- 156 - purple fog and blurr
- 157 - rainbow sparkles and swirling swords
- 158 - rocks falling over head
- 159 - swirling leaves and green swords
Effect_Message
This is at the bottom of the spell it say something like. increase speed bye 15% "for every effect listed you must add 1 number to the number of bullets in spell_display_effects
Spell_Book_Type
What spell category the spell will be scribed in. 0: Spells 1: Combat arts 2: Trade skills
Interruptible
Is the spell able to be interrupted.
Spell_data
Spell_display_effects
Guide Written By: Chrrox
List of Spell Effects
The best way is to use the vpktool by blaz to extract your spellcast.dat file so you have the latest version. However you can see this SpellEffectList here if you wish.