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

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  #1  
Old 05-26-2015, 10:19 AM
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chrsschb
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Default dbstr_us info

Anyone shed some light on the number that comes AFTER the entry ID?

Example:
2546^5^textextext


It appears 1, 2, 3 and just titles, and ^6 is spell description.
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  #2  
Old 05-26-2015, 10:51 AM
Shendare
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It's a Type field. Just based on looking, the types appear to be something like:

0 - Time Messages, Banners, Campsites
1 - AA names, a few spell names
2 - Spell Types, Line 1
3 - Spell Types, Line 2
4 - AA descriptions
5 - Spell Gem Categories
6 - Spell Descriptions
7 - Lore Groups
8 - Character Creation Race Descriptions
9 - Character Creation Class Descriptions
10 - Character Creation Stat Descriptions
11 - Race Names
12 - Race Names (Pluralized)
13 - Class Names (Pluralized)
14 - Character Creation Deity Descriptions
15 - Character Creation Starting City Descriptions
16 - Augmentation Slot Names
17 - Currencies
18 - Currencies (Pluralized)
19 - AA Types (Non-Expansion)
20 - Expansion Names (with funny Easter eggs past RoF)
21 - Mercenary Types, Prefix
22 - Mercenary Types, Suffix (Tier I-V)
23 - Mercenary Types, Descriptions
24 - Mercenary Stances
25 - Mercenary Stance Descriptions
26 - Mercenary Stance Tooltips
28 - Some kinds of... NPC commands for quest scripting or something?
31 - Free-to-Play ads for Silver/Gold Membership
32 - Upgrade button label for 31
33 - Join, Gold, Tip Buttons for 31 ("Tip"?)
34 - Achievement Descriptions
35 - Achievement Descriptions (looks like duplicates of 34?)
36 - Mercenary Groups
71 - Currency "Brellium Token"

Not sure what happened to singular class names. Might have goofed my import of the .txt file into sql somehow, or maybe they just crop off the 's' at the end for singular use.
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  #3  
Old 05-26-2015, 10:55 AM
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chrsschb
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Interesting, so for custom spell descriptions I could technically select any ID that doesn't have a ^6 associated with it.
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  #4  
Old 05-26-2015, 11:00 AM
Shendare
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Yeah, but I'd start pretty far ahead, so you don't run into conflicts with future client releases.
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  #5  
Old 05-26-2015, 11:03 AM
Shendare
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While many of them are presently tied to the spell id, they don't have to be. The descnum field in spells_new determines the StringID for the client to look up in the Type 6 category, so the ID can be anything.
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  #6  
Old 05-26-2015, 11:17 AM
Shendare
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I didn't explain myself well. *yawn* So not a morning person.

What my sleep-addled brain tried to get across is that, while you can just overwrite the existing dbstr strings for your customized spells, that causes a bit of a pain when merging your changes into future releases of dbstr_us.txt.

If you instead use, say, spellid+100000 for your customized spell's descnum stringids, it'll be much easier to merge your customizations in the future, as you won't have to overwrite anything already existing in dbstr_us.txt, you can just copy/paste your additions in at the end.
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  #7  
Old 05-26-2015, 12:40 PM
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Quote:
Originally Posted by Shendare View Post
I didn't explain myself well. *yawn* So not a morning person.

What my sleep-addled brain tried to get across is that, while you can just overwrite the existing dbstr strings for your customized spells, that causes a bit of a pain when merging your changes into future releases of dbstr_us.txt.

If you instead use, say, spellid+100000 for your customized spell's descnum stringids, it'll be much easier to merge your customizations in the future, as you won't have to overwrite anything already existing in dbstr_us.txt, you can just copy/paste your additions in at the end.
I already did something similar using the 50000-52000 range since it's completely blank. Everything after that seems to be lore/books.
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  #8  
Old 05-27-2015, 09:27 AM
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Question:

I've added a new spell (I copied celestial healing). It's ID is 33000. I set the descnum (the one that references ^6) to 50000. In dbstr_us I set the description appropriately for 50000^6^. I set the level, mana cost, etc and saved the spell. I downloaded the newest spells_us for myself. Rebooted server.

When I cast the spell it shows as a debuff though (red border) and isn't using the correct icon (I didn't change it, it's still the same icon as celestial healing).

Is there a piece I'm missing? Besides that it's working.
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  #9  
Old 05-27-2015, 10:42 AM
Shendare
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Huh. Weird... Is this the first spell with an ID above 32767?
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  #10  
Old 05-27-2015, 11:49 AM
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My last three:

31990 -- Cloud of Arrows
32999 -- ESR
33000 -- Assurance of Life (my custom spell)
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  #11  
Old 05-27-2015, 11:51 AM
Shendare
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Is ESR showing any weirdness? I'm just curious as to whether there might be either a server- or client-side signed 16-bit variable issue that would cause spell properties to rollover to those of others for any spells with an id of 32768 or higher.
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  #12  
Old 05-27-2015, 12:47 PM
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The client limits the valid spell IDs.. somewhere set in the client.

Currently the source supports all clients max spell ID range.. but you would have to figure out what they are.. unless someone else knows them :p

The only things that look like they would be unsupported for all current clients is... "IsBlockedBuff" and.. "IsBlockedPetBuff" .. because they are only int16 and RoF2 goes higher than that in spell ID range
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  #13  
Old 05-27-2015, 01:20 PM
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Just messing around I assigned this custom spell to a new spell set, and the spellid value shows as 3276x (forgot exactly) despite the spell id being 33000.

Looks like I need to bring these IDs below that value.
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  #14  
Old 05-27-2015, 01:23 PM
Shendare
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Yeah, definitely sounds like somewhere in the pipeline spellid is being treated as a signed 16-bit integer, which is limited to -32768 to +32767.

It would make more sense to use an unsigned integer that allows for referencing ids from 0 to 65535, but probably somewhere in the data there are references to spellid -1 as meaning "No spell", maybe in case there's a valid spell with spellid 0.
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