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 03-16-2012, 12:03 AM
Hateborne
Hill Giant
 
Join Date: May 2010
Posts: 125
Default Spell Effect Questions (specifically resists)

Is there anywhere that I may find a break down of spell effect types? The spdat.h and spell_effects.cpp give a good starting point, but there are questions it leaves.

For example:
Code:
case SE_LimitResist:
	if(base1) { 
		if(spell.resisttype != base1) 
		return 0;
	} 
	else {
		return 0;
	}
While this is a good start, I do not know the resist types.


I am trying to create a few spells that mitigate/absorb damage based on resist type (if possible). Such as spells that increase a player's resist to say poison and disease AND mitigate spell damage of those elements by a certain percentage.


Any info on this would be greatly appreciated!

-Hate
Reply With Quote
  #2  
Old 03-16-2012, 12:16 AM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

Within spdat.h:

Code:
enum RESISTTYPE
{
	RESIST_NONE = 0,
	RESIST_MAGIC = 1,
	RESIST_FIRE = 2,
	RESIST_COLD = 3,
	RESIST_POISON = 4,
	RESIST_DISEASE = 5,
	RESIST_CHROMATIC = 6,
	RESIST_PRISMATIC = 7,
	RESIST_PHYSICAL = 8,	// see Muscle Shock, Back Swing
	RESIST_CORRUPTION = 9	
};

and

Code:
#define SE_ResistFire					46	// implemented
#define SE_ResistCold					47	// implemented
#define SE_ResistPoison					48	// implemented
#define SE_ResistDisease				49	// implemented
#define SE_ResistMagic					50	// implemented
Reply With Quote
  #3  
Old 03-16-2012, 06:48 PM
Hateborne
Hill Giant
 
Join Date: May 2010
Posts: 125
Default

bad_captain: 1
Hate: 0

Thank you for the reply.

Would you happen to know if MitigateSpellDamage can be paired with LimitResist to specifically affect set spell types? Such as Mitigate X percent of only Fire damage?

-Hate
Reply With Quote
  #4  
Old 03-16-2012, 08:27 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

I don't know off the top of my head, but I would assume so..

Similar to focus effects affecting a specific resist type, but I don't know if spells would be any different. I'm sure someone has tried it.
Reply With Quote
  #5  
Old 03-31-2012, 12:14 AM
Hateborne
Hill Giant
 
Join Date: May 2010
Posts: 125
Default

I guess first I need to find out how to get a spell to Mitigate a certain type.

I used:
Code:
(effect)		(min)	(max)	(limit)
Resist Poison 		120 	120 	0
MitigateSpellDamage	15 	100000 	0
LimitResist 		4 	0 	0
Is there something stupid I have overlooked (or is there another effect(s) I should be using)?

Also, is there an effect that would INCREASE spell damage taken (and possibly limited by resist)? I tried MitigateSpellDamage -15/0/0, failed. I tried -15/10000/0, failed.

Thank you in advance for any insight offered!

-Hate
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 06:23 PM.


 

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