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  #1  
Old 07-04-2014, 02:31 PM
Mortow's Avatar
Mortow
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Default Spell slot IDs?

Anyone know the spell slot ID #s for the spell bar? I looked on the wiki but its either not there or I am using the wrong search words.

Thanks in advance.
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  #2  
Old 07-05-2014, 12:05 AM
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Coenxai
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What do you mean the slot ID #'s? Top to bottom it's 1, 2, 3, 4, 5, 6, etc. You can hold down alt and it will give you that information in-game. Is that what you're asking?
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  #3  
Old 07-05-2014, 11:23 PM
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Mortow
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No, the actual ID #s the code uses. I think Mnemonic Retention activates slot 326. I assume this corresponds to the ninth spell gem. I am trying to find out the IDs for the other slots and what code file they are contained in.
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  #4  
Old 07-05-2014, 11:32 PM
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eq_packet_structs.h ~line 808 (static const uint32 MAX_PP_MEMSPELL = 9;) will be one of the changes needed.
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  #5  
Old 07-06-2014, 12:22 AM
lerxst2112
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spdat.h has all of the effect ids defined.

As an example:

Code:
#define SE_SpellSlotIncrease 326 // *not implemented as bonus - increases your spell slot availability
It still isn't really clear what you're looking for.
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  #6  
Old 07-06-2014, 11:05 AM
demonstar55
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There is a limit of 9 gems in the code, basically, thee old clients have this limit and the new clients don't. I think the newest clients have a limit of 16. There needs to be a lot of code reworked to increase the limit, so sadly its still stuck at 9.
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  #7  
Old 01-26-2016, 01:37 PM
Xanathol
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Quote:
There is a limit of 9 gems in the code, basically, thee old clients have this limit and the new clients don't. I think the newest clients have a limit of 16. There needs to be a lot of code reworked to increase the limit, so sadly its still stuck at 9.
Curious if there's been any new developments here, or at a min if anyone knows what needs to be implemented in code to enable more than 9 spell gems?

In particular, I've restricted my server to the UF client but nothing I do to the AA (ranks, base1 / 2 values, etc) seem to key the client to expand past 9 spell gems. I am assuming that there are different 'effects' perhaps that enable the additional slots (bc from the best I can tell, the client appears to handle this, no)? Anyone have any input?
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  #8  
Old 01-26-2016, 01:50 PM
demonstar55
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basically you need to handle how the client casts non-spell gem spells since they use slot just beyond their max spell gems. (or maybe they use the slot just beyond their current spell gems ... need to investigate)

AFAIK TIt supports 9 gems, SoF/SoD supports 10, UF supports 12, RoF/RoF2 "supports" 16 but really only supports 12 (unless you're okay with the client overriding shit in memory when it goes out of bounds of an array that is limited to 12).
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  #9  
Old 01-26-2016, 03:42 PM
Xanathol
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Interesting - thanks. I was hoping it was close to being unraveled. I do find it interesting that training rank 1 of the AA does tell the UF client to expand the gems by 1 - I wonder what could trigger the client to expand it further? I may have missed it but I don't think I saw anything in the code that handles the structs any differently based on that AA being trained.
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  #10  
Old 01-26-2016, 03:45 PM
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Uleat
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Could be items or spells..

The Bandolier/Potion Belt slots operate similarly.
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  #11  
Old 01-26-2016, 03:58 PM
demonstar55
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Quote:
Originally Posted by Xanathol View Post
Interesting - thanks. I was hoping it was close to being unraveled. I do find it interesting that training rank 1 of the AA does tell the UF client to expand the gems by 1 - I wonder what could trigger the client to expand it further? I may have missed it but I don't think I saw anything in the code that handles the structs any differently based on that AA being trained.
You buy the next rank, but our server code doesn't handle it correctly.
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