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  #1  
Old 07-21-2015, 02:01 PM
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chrsschb
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Default Clicky spell not showing on item

So I modified the Key of Veeshan to be a wearable necklace, has stats, and also created a teleport spell called Call of Veeshan that teleports owners to Veeshan's Peak. My issue is that the clicky does not show on the item. However, the clicky works.



So even though you don't see any clicky spell, if you right click it, it works. I have given myself an updated spells_us and dbstr_us file as well, didn't change anything.
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  #2  
Old 07-21-2015, 04:59 PM
Kingly_Krab
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What is the 'clicktype' of the item?
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Old 07-21-2015, 05:28 PM
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Quote:
Originally Posted by Kingly_Krab View Post
What is the 'clicktype' of the item?
1: Clickable from Inventory
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Old 07-21-2015, 08:04 PM
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Have you compared this item against an known clickie in the database that does show just to verify flags/values?
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Old 07-21-2015, 08:21 PM
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Yeah, compared it to another ring with a proc, the only difference is the click type (4 vs 1). I have other custom items that display clickies just fine. It seems to be specific to this custom spell.
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  #6  
Old 07-21-2015, 08:37 PM
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Did you define 'clickeffect' and use that as a reference for db_str?
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Old 07-21-2015, 08:53 PM
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Yes, the click effect works fine. I, and others, have tested it multiple times. You right click the item, NO CAST BAR, but after the 8 second cast time you load into VP.

The spells themselves aren't defined in dbstr_us. I used another teleport spell as a reference.
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Old 07-21-2015, 09:05 PM
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Right, I was looking at one of the bridles I had up for comparison.

It, too, was type 1.
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  #9  
Old 07-22-2015, 03:03 AM
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The spell ID is too high I am guessing and it is not showing up on the item. I have done this myself a long time ago when making items. You need to stay within the spell ID range for whatever client you are trying to support.
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  #10  
Old 07-22-2015, 08:28 AM
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Underfoot, spell ids under a 32767 seems to be fine as this is what I had to do to get the other custom spells I've created so far to work correctly.

You were part of that discussion actually: http://www.eqemulator.org/forums/sho...49&postcount=9


There's a big blank void in the 28000 range so that's where I've been putting my custom spells.
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  #11  
Old 07-22-2015, 08:54 AM
Kingly_Krab
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Actually, some client-side limitations have been noticed, like around the 28,000+ area spells start to have weird issues client-side on Underfoot. Such as the inability to accurately see the spell, regardless of it is in your spell file. There's a pretty cool query that allows you to find spell id ranges that are empty, I re-wrote it a little to sort by the amount of empty spell IDs in each range:
Code:
SELECT (a.id + 1) AS `START`, (MIN(b.id) - 1) AS `END`, ((MIN(b.id - 1)) - (a.id + 1)) AS `AMOUNT` FROM spells_new AS a, spells_new AS b
WHERE (a.id < b.id) GROUP BY a.id HAVING (`START` < MIN(b.id))
ORDER BY `AMOUNT` DESC;
Also, for reference, here's a post by demonstar55: http://www.eqemulator.org/forums/sho...42&postcount=8
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Old 07-22-2015, 09:05 AM
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Interesting, will try lowering the ID again when I get home. Thanks for the query.
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  #13  
Old 07-22-2015, 09:08 AM
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You're welcome, I forget who originally wrote it, but it was long while back, I just hold on to nifty stuff, haha.
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  #14  
Old 07-22-2015, 11:27 AM
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Huh. The weirdness makes me wonder whether some part of the ancient cobbled code uses part of the spell id for a bitflag or something, thinking they'd never get above 16384. Random useless thought.
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  #15  
Old 07-22-2015, 11:43 AM
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I had issues with this very thing when I was trying to create new port spells. It's very frustrating until you realize that's what it is. That query was a lifesaver. I have it saved for future reference.
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