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  #1  
Old 04-28-2013, 10:38 PM
Furinex Furinex is offline
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Well, I can tell you that the Fire based mage DS doesnt go up, but it doesnt come out either, its static, to the hands.
SOW and STR buffs, feel like a cat line of spells

EDIT: Something I noticed. I know you were talking about velocity earlier. Im not a total newb.... but... I fixed the aegolism buff for all 3 versions (Green, orange, blue) and watched a few people cast a spell. This worked great, however, I noticed that the blue particles are not showing. And I thought about this for a moment, and i remembered, its because the blue particles, in classic, were "Heavier", and fell to the ground faster, or had less velocity. Just a thought.
Last edited by Furinex; 04-28-2013 at 10:50 PM..
  #2  
Old 04-28-2013, 10:47 PM
azxten azxten is offline
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Quote:
Originally Posted by Furinex [You must be logged in to view images. Log in or Register.]
Well, I can tell you that the Fire based mage DS doesnt go up, but it doesnt come out either, its static, to the hands.

EDIT: Something I noticed. I know you were talking about velocity earlier. Im not a total newb.... but... I fixed the aegolism buff for all 3 versions (Green, orange, blue) and watched a few people cast a spell. This worked great, however, I noticed that the blue particles are not showing. And I thought about this for a moment, and i remembered, its because the blue particles, in classic, were "Heavier", and fell to the ground faster, or had less velocity. Just a thought.
Ok, I was able to recreate a "glowing hands" effect when I was testing before. I was also able to make particles "fall" as if due to gravity by changing another value.

I was also able to make the shielding spell release a group of about 1,000 particles that floated up into the air together and then "exploded" like a firework. I doubt thats as useful though. [You must be logged in to view images. Log in or Register.]

I'm going to make a Server Chat thread for more feedback.
  #3  
Old 04-28-2013, 10:57 PM
Furinex Furinex is offline
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This is all really great work, I do agree that we need to compile a list of spell effects that are unique.
  #4  
Old 04-29-2013, 11:18 AM
Furinex Furinex is offline
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So... Something interesting. I took your healing spell offset and fucked it up. Ended up changing the line above it but what happened was.. It casted and it looked like it was casting 100x in one cast. I lagged. With a gtx 690. Funny... We could prolly do some cool stuff with this.
  #5  
Old 04-29-2013, 06:13 PM
Bamzal Sherbet Bamzal Sherbet is offline
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big things in here
  #6  
Old 04-30-2013, 12:09 AM
Telin Telin is offline
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I was wondering if you guys could figure out the classic particles (without spellsnew files). Since this would be more classic, but maybe more difficult since the coding must be more embedded.
  #7  
Old 04-30-2013, 12:20 AM
Telin Telin is offline
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I wanted to add an interesting observation I made with spell effects on Eqmac. Having the non-classic particle effects active (post-luclin) with spellsnew files, one of the Druid magic-based DoT spells (drifting death I believe) actually used the old spell particles, while all the other ones used the new ones as they're supposed to be.

This leads me to believe it is possible to keep the spellsnew files in place and somehow have spells use the older classic particles. This also happened during a MGB with the HP/AC or NPC_aegolism spell line. One of the spells used the older particles. I wasn't able to narrow down which one it was though.
  #8  
Old 04-30-2013, 01:06 AM
Bamzal Sherbet Bamzal Sherbet is offline
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ya wtf keep shit classic
  #9  
Old 04-30-2013, 11:52 AM
Nirgon Nirgon is offline
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The Lord of Light holds all answers
  #10  
Old 04-30-2013, 12:59 PM
Furinex Furinex is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
The Lord of Light holds all answers
Care to elaborate? Been sitting here trying to figure out what you're talking about... its driving me nuts.
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