![]() |
|
#61
|
||||
|
Quote:
Biding my time until I have a character at level 39 to test it out, then it's time to study Furinex's guide in the first post and see what I can make happen. | |||
|
#62
|
|||
|
The spell effects listed on the front page should have the orange from 24-38. Not sure why you arent seeing them but redownload them. I am updating the post anyways with some minor updates as I have been reworking this some.
EDIT: As I was posting this, I was looking into the sow line... it looks like because of the way we did the start of the sow spell, so the little blue effects would come out of the hands at the right angle, or close to it, the rest of the line is doing the same thing and I cant find the offset to fix. I'll keep working on it. | ||
|
Last edited by Furinex; 06-26-2013 at 07:24 PM..
| |||
|
#63
|
||||
|
Quote:
When casting a shield/hp buff on the target of the spell buff you will currently first see the Orange effect at 39 (should be 24) at 24 the blue effect is added (should be 39) but as mentioned that should be pretty easy to fix for this spell line. the problems with hands effect is another thing. I am also convinced tho that we are missing something out There must be some default values somewhere for the directions of the effects. But got to remember its propably very old coding. I remember Verant/Sony posting that bigger than 10 slot bags would never happen in game because of the datafiles being one big sequential file and not indexed so it would require total redesign of client if they were to add bigger bags. So there still is a chance that these files simply just is a big datafile with each single part of all spells being explicit defined in one spot. gotta love old nerd coders .. as long as they are still around able to fix their code themself [You must be logged in to view images. Log in or Register.] | |||
|
#64
|
|||
|
The current spell file shows orange effects at 24 as it should. If it Isn't like this for you and you have my file, redownload it or delete the two files in your folder and extract again.
| ||
|
#65
|
|||
|
The file spellsnew v0.048.zip still have the 39 and 24 effects exchanged.
just redownloaded it and tried [You must be logged in to view images. Log in or Register.] Edited I apologice ... found out that eqemulauncher patches spellsnew.eff each time it loads, and nowhere to turn it off Worked after just running the eqgame.exe directly | ||
|
Last edited by dali_lb; 07-02-2013 at 01:34 PM..
| |||
|
#66
|
|||
|
Need some help finding a value. Im looking for the value areas for the 49 Bard song, Song of Shields. This song currently looks like Hymn of restoration and SHOULD look like the Aegolism line of spells. I want to fix this however, I cant seem to find the area where that spell is linked to in the spellsnew.eff/edd files. Any help on this would be appreciated. Currently the spell uses speld2 (which I have searched for but didnt find anything that looked like that specific song).
| ||
|
#67
|
|||
|
Bump.
I encourage people to try this. Looks much better than the default. The more people who try and experiment with this, the better it will get. | ||
|
#68
|
|||
|
I have gotten frustrated over the complexity of the issue. I was trying to repair the classic particles and ignoring the spellsnew files entirely. I would probably need to debug this client and the older one. I can't execute this completely without a server I guess. The classic particles just need the spawn points defined for them just like the newer particles get. I just don't understand coding enough to make these necessary changes. The particles exist and all ground level particles work correctly and most particles around the character but they do not bind with character movement and also do not bind to hands as we pointed out before how they go to center of zone. Decompiling gives a lot of clues as to what is going on during the spell loading process and maybe an experienced coder could fix these issues without major work.
It would be easier to keep toggling with the spellsnew files to make that look better but it wouldn't be classic :-/ | ||
|
#69
|
||||
|
Quote:
| |||
|
#70
|
|||
|
I bet that the orange particles for the npc_aegov2 effect from the hands are supposed to change to blue toward the end of its life. That's probably why there is no line for a 3rd particle. Here is a video demonstrating this effect with Unity:
http://www.3dbuzz.com/training/view/...animator-color | ||
![]() |
|
|