Go Back   EQEmulator Home > EQEmulator Forums > Support > Spell Support

Spell Support Broken Spells? Want them Fixed? Request it here.

Reply
 
Thread Tools Display Modes
  #1  
Old 10-27-2014, 07:22 PM
ionhsmith
Discordant
 
Join Date: Jun 2014
Posts: 284
Default Aura Issues

I ran across two auras so far that have an issue when cast. Bard: Aura of Insight... when cast you get ... "unknown spell effect 351 in spell Aura of Insight (id8926) and there is a cleric one that does the same thing with different numbers
Reply With Quote
  #2  
Old 10-27-2014, 07:46 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

Auras aren't implemented
Reply With Quote
  #3  
Old 10-28-2014, 12:42 PM
ionhsmith
Discordant
 
Join Date: Jun 2014
Posts: 284
Default

oh dang well that would make sense :(
Reply With Quote
  #4  
Old 10-30-2014, 04:46 PM
Leetsauce
Hill Giant
 
Join Date: Apr 2010
Posts: 169
Default

What you could do alternatively is put the base effects on the spell itself and make it a short term buff.

Example:
Guardian's Circle gives a persistent effect of <insert 5-digit spell ID)

What I did was changed that whole line of the spell to just simply provide what the persistent effect did to the base spell to negate the persistent effect altogether since that is the function that isn't implemented.

Another example:

Champion's Aura (ID: 8468 on my server)
Line1: 351: Spawn Interactive 1,0,0

Champion's Aura Effect (ID: 8569 on my server)
Line11: 200: Proc Chance 2,0,0
Line12: 1: AC 300,0,0

What I did was remove the line1 altogether from Champion's Aura, and replaced it with the info from Champion's Aura Effect so as to complete negate the "Spawn Interactive" bit of the spell, and have the aura itself simply provide a groupv2 buff with minimal duration.

So now Champion's Aura looks like this:
Champion's Aura (846
Line11: 200 Proc Chance 2,0,0
Line12: 1 AC: 300,0,0

You will also need to change the target type to either group v1 or group v2 depending on how you want the spell set up. In my case I made them short-term V2 buffs which, by default, go to the short-buff box.

TL;DR - Make the spell give the effects instead of spawning an interactive pet that doesn't exist, or a persistent effect that does not work appropriately yet.

Post Script: You will run into "Persistent Effect" and "Spawn Interactive" both of which you can handle this way.

Last edited by Leetsauce; 10-30-2014 at 04:47 PM.. Reason: clarification
Reply With Quote
  #5  
Old 10-30-2014, 05:53 PM
Mortow's Avatar
Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default

Thanks, Leet. That is very useful info.
Reply With Quote
  #6  
Old 10-30-2014, 06:56 PM
Noport
Opcode Ninja
 
Join Date: Mar 2009
Location: San francisco
Posts: 426
Default

there is a cleric one that does the same thing with different numbers why not use id 8939 Aura of Insight
Reply With Quote
  #7  
Old 10-30-2014, 07:03 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

That's not opcodes Noport, your slacking!
Reply With Quote
  #8  
Old 10-31-2014, 05:35 AM
Leetsauce
Hill Giant
 
Join Date: Apr 2010
Posts: 169
Default

Quote:
Originally Posted by Mortow View Post
Thanks, Leet. That is very useful info.
No problems at all. I ran into the same issue so I figured I'd share my lazy workaround =p

P.S. You REALLY want to do this with Guardian's Circle and Circle of Power clickies.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:46 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3