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  #1  
Old 01-17-2008, 10:34 PM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default Crazy idea for spells...

It seems like there have been several posts recently about spells, and trying to make easy ways to modify them, and it got me thinking... Why aren't the spells in the DB yet? Config files && hard coded variables == bad, database == good

I'm no programming expert, but it looks like somewhere the spells_us.txt file is parsed into an array (spells[]) using Separator, I think (from common/seperator.h). In theory, it should be relatively easy to change how it is loaded from a file to loading it from the database. I'd take a stab at this, but I'm having some trouble finding where in the source the spells file is actually loaded.

Does anyone know where that can actually be found?
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  #2  
Old 01-18-2008, 05:15 AM
ChaosSlayer
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Join Date: May 2007
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Default

I am not a developer, but...
it may something to do with the fact that spell_us is loaded from BOTH sides, client and server. And since client cannot be altered, my best guess that spells format will have to stay the way they areat least on the client end.

Thought a fetaure where spels could be stored/edited in server db, and then dumped into txt file and given to players would be nice
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  #3  
Old 01-18-2008, 08:05 AM
AndMetal
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Quote:
Originally Posted by ChaosSlayer View Post
Thought a fetaure where spels could be stored/edited in server db, and then dumped into txt file and given to players would be nice
That's exactly the end result I'm looking for

Right now, if you make custom spells, you have to give the altered copy of the spells_us.txt file for distribution anyway. If it is in a database, you can either setup a daily script to output the file for you, or have it manually created when you click a link (dynamic file), the latter being more resource intensive, but more real-time. This makes it easier for users to have access to it, and easier for admins to make changes.
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  #4  
Old 01-21-2008, 09:04 AM
AndMetal
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After doing some more digging, I answered my first question. The spells are loaded in EMuShareMem using EMuShareMem/Spells.cpp. Unfortunately, I can't make much sense out of it.
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  #5  
Old 01-28-2008, 12:11 AM
Davood
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Join Date: Jan 2005
Posts: 488
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assuming you want to do it all with a db,,

what if you made spells work by #cast 1-9 and text based spellbook? :P

then you could setup the spellbook to let you do searches

#book list 1 30
level range 1 to 30

and mem a spell !

#book mem 1 321

(casting slot 1, spell 321 from book)

then you could create tiers of spells all the way to 250 ! hahaha..............

mind you the players might balk at having to use commands for everything spell related, even though they can make hotkeys.

ok i experienced a momentary "mr wee" there... .. but seriously !
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  #6  
Old 01-28-2008, 03:25 AM
narcberry
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Join Date: Mar 2005
Location: Idaho, USA
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This would make the server much cleaner, make spell editing easier and faster. It also means an extra installation step to convert the spells file into the db. Hope to see this soon.
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