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  #111  
Old 05-06-2013, 11:19 PM
Hawala Hawala is offline
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Originally Posted by Furinex [You must be logged in to view images. Log in or Register.]
Interesting. Gimmie A few

EDIT: Try this badboy, let me know how it fares.
Still flying upwards. Lol
  #112  
Old 05-06-2013, 11:30 PM
Furinex Furinex is offline
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WOW Lame. Anyways, I probably fixed 7 other spell types in the process of fixing frost spells because the Tgas all look the same to me. It is DEFINITELY Fixed though. I tested it, Made a shammy on my server and rolled it out. Im going to bed. Will work more on this tomorrow.
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  #113  
Old 05-06-2013, 11:34 PM
Hawala Hawala is offline
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Quote:
Originally Posted by Furinex [You must be logged in to view images. Log in or Register.]
WOW Lame. Anyways, I probably fixed 7 other spell types in the process of fixing frost spells because the Tgas all look the same to me. It is DEFINITELY Fixed though. I tested it, Made a shammy on my server and rolled it out. Im going to bed. Will work more on this tomorrow.
FIXED!
  #114  
Old 05-07-2013, 12:25 AM
oempi oempi is offline
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Dang you guys got it down. Good job
  #115  
Old 05-07-2013, 06:33 AM
Furinex Furinex is offline
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Originally Posted by oempi [You must be logged in to view images. Log in or Register.]
Dang you guys got it down. Good job
Amazing what a little hard work and dedication can do right?

Just as a thought... This would have been a lot easier if eqemu supported the eqmac client. And 100% classic. No idea how that would work though.
  #116  
Old 05-07-2013, 07:50 AM
Furinex Furinex is offline
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I'll be working on the Snare/Root effect tonight to fix the leveling aspect. I'll probably do Mezz/Harmony as well. These types of spells where the effects show up other than the hands, make things very easy to correct. I have a feeling that this spellfile will only allow us to do 4 total effects. The first 2 are usually tied up for the left and right hands. The last two, if they are dealing with the body or feet and head, are easier to correct.
  #117  
Old 05-07-2013, 08:04 AM
dragolyche dragolyche is offline
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Nice work. Ty much, i love the new classic Particle effects.
  #118  
Old 05-07-2013, 09:00 AM
Vellaen Vellaen is offline
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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
Hopefully this clears it up. If we can figure out how to fit more than 4 effects in a single "casting" block we would be able to make the classic shielding effects.

Alternatively you can set the hex directly below FA C4 in spellsnew.edd for NPCAegolismV2 S1-2 to 1 in any of those 4 slots it will cause the particles to be much brighter and also apparently causes the orange particles to look green somewhat. This might be a potential hack work around where we could do that then set NPCAegolism S1-1 to be the blue particle effect. I guess you'd actually want to swap the two effects as well after making these changes.
It sounds like changing that slot to 1 may have been making the spell effects inclusive to previous levels, which could explain why you don't have the space to add more than four effects in a single block. The bright/washed out particles you describe could be the engine giving you green 1-23, greenx2+orange 24-38, and greenx3+orangex2 39+. If that's true, then if you set the slot to 1 you'd just need to program one set of particles for each tier.

More than likely I'm just misunderstanding you; all I know about hex codes and generating particle effects I've learned from this thread, after all. Either way, many thanks to you guys for the work you're putting in for this. Getting even some of the classic effects back is a treat.
  #119  
Old 05-07-2013, 09:14 AM
Furinex Furinex is offline
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Quote:
Originally Posted by Vellaen [You must be logged in to view images. Log in or Register.]
It sounds like changing that slot to 1 may have been making the spell effects inclusive to previous levels, which could explain why you don't have the space to add more than four effects in a single block. The bright/washed out particles you describe could be the engine giving you green 1-23, greenx2+orange 24-38, and greenx3+orangex2 39+. If that's true, then if you set the slot to 1 you'd just need to program one set of particles for each tier.

More than likely I'm just misunderstanding you; all I know about hex codes and generating particle effects I've learned from this thread, after all. Either way, many thanks to you guys for the work you're putting in for this. Getting even some of the classic effects back is a treat.
I havent given up on the shielding spell. Its gonna be probably one of the most difficult ones to fix entirely. The healing spell will be a close second.
  #120  
Old 05-07-2013, 10:01 AM
Hawala Hawala is offline
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Thank you for your hard work and dedication gentlemen.

This is probably the one thing that's bothered me more than anything else since I started playing 2 years back. I even tried to fix it, but I didn't get nearly as far as you all.

Before they disabled it, I used to use new particle graphics.
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