Mage Spells

Got some?
Zilar
Posts: 80

Re: Mage Spells

Post#11 » Tue Jun 01, 2010 1:03 pm

245 is the alt activate #
Zilar -- 70 Magician <Shattered>

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Tyler
Posts: 4365

Re: Mage Spells

Post#12 » Tue Jun 01, 2010 1:32 pm

Its not implemented, sorry ;(
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Jameus
Posts: 82

Re: Mage Spells

Post#13 » Tue Jun 01, 2010 2:54 pm

Ok I dug up some info on Shared Health AA for you.

Lucy Spell Data: Shared Health

Excerpt taken from EQEmuServer Code AA.h

Code: Select all

#ifndef AA_H
#define AA_H

#include "../common/eq_packet_structs.h"

#define MANA_BURN 664


#include <map>
using namespace std;


#define MAX_SWARM_PETS 12       //this can change as long as you make more coords (swarm_pet_x/swarm_pet_y)

//this might be missing some, and some might not be used...
typedef enum {  //AA Targeting Constants
        aaTargetUser = 1,
        aaTargetCurrent = 2,            //use current target
        aaTargetGroup = 3,                      //target group of user
        aaTargetCurrentGroup = 4,       //target group of current target
        aaTargetPet = 5                         //target the user's pet
} aaTargetType;


typedef enum {
        aaActionNone                            = 0,
        aaActionAETaunt                         = 1,
        aaActionMassBuff                        = 2,
        aaActionFlamingArrows           = 3,
        aaActionFrostArrows                     = 4,
        aaActionRampage                         = 5,
        aaActionSharedHealth            = 6,
        aaActionCelestialRegen          = 7,
        aaActionDireCharm                       = 8,
        aaActionImprovedFamiliar        = 9,
        aaActionActOfValor                      = 10,
        aaActionSuspendedMinion         = 11,
        aaActionEscape                          = 12,
        aaActionBeastialAlignment       = 13,
        aaActionLeechTouch                      = 14,
        aaActionProjectIllusion         = 15
} aaNonspellAction;

//use these for AAs which dont cast spells, yet need effects
//if this list grows beyond 32, more work is needed in *AAEffect
typedef enum {  //AA Effect IDs
        aaEffectMassGroupBuff = 1,
        aaEffectRampage,
        aaEffectSharedHealth,
        aaEffectFlamingArrows,
        aaEffectFrostArrows,
        aaEffectWarcry,
        aaEffectLeechTouch,
      aaEffectProjectIllusion // seveian 2008-09-23
} aaEffectType;



another excerpt from further down in AA.h under typedef enum { //AA IDs } aaID;

Code: Select all

aaSharedHealth = 785,




Hopefully this info will help Tyler :)

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Tyler
Posts: 4365

Re: Mage Spells

Post#14 » Tue Jun 01, 2010 3:02 pm

Shared Health 785 - win!

New spell file will have the fix. The fix is taking for granted that Spelleffect 210 is working tho (which i am not sure).

I am pretty confident that i will read it here first though ;)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Jameus
Posts: 82

Re: Mage Spells

Post#15 » Tue Jun 01, 2010 4:36 pm

Test failed :(

But it was a small success! It doesn't return any error now about not having a target, however it isn't mitigating any damage to the pet yet. So once you click the button it's on CD but the effect isn't doing anything as of yet.


edit: I used a 4400hp pet and mobs were hitting me for up to 244. Wanted to use a low hp one so I could see the difference easily hehe

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Tyler
Posts: 4365

Re: Mage Spells

Post#16 » Tue Jun 01, 2010 6:22 pm

Yea then spelleffect 210 (mitigate) is not in yet)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Tyler
Posts: 4365

Re: Mage Spells

Post#17 » Wed Jun 02, 2010 8:10 am

What about the other fixes - do they work? (Elemental Siphon, Draw etc).

As far as Shared health, how about if activated, a big heal is casted on both the caster and the pet in return for some mana? Or something similar because before spelleffect 210 is implemented we all stopped playing EQ :)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Jameus
Posts: 82

Re: Mage Spells

Post#18 » Wed Jun 02, 2010 1:45 pm

I'd be happy with a big heal for sure as long as it was fast. That keeps it in line with the original concept for the aa... to save your hide! I will check the other fixes shortly and report back with my findings.

Thanks for taking care of us pajama wearers!

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Tyler
Posts: 4365

Re: Mage Spells

Post#19 » Wed Jun 02, 2010 2:47 pm

Ok - works like this

Rank 1 500 HP Pet Heal autocast 500 HP self heal
Rank 2 1000 HP Pet heal autocast 1000 HP self heal
Rank 3 3000 HP Pet heal autocast 1500 HP self heal
Rank 4 4000 HP Pet heal autocast 2000 HP self heal
Rank 5 5000 HP Pet heal autocast 2500 HP self heal

What's the recast on this btw? :)
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Jameus
Posts: 82

Re: Mage Spells

Post#20 » Wed Jun 02, 2010 3:17 pm

Recast is 15min. on this AA. From looking at the data for this aa I think it might make more sense to have the healing be a Heal over Time spell. This would also work well with additional ranks as the HoT could be extended to last longer each rank. I think your ranks are a little on the week side atm though.

Check this out for what I mean...

Image

A fast heal would be awesome too but I think they need to be a bit bigger for them to be worth spending that many aa's on.

I'll be happy with whatever you guys do here :)


In regards to the other issue, I tested the three spells out that are supposed to damage your pet and toss a mana regen buff on your. All three work and hit for 800,1200,1600hp. They were putting 3 unique mana regen buffs onto me that stacked with sune buffs! I'm not sure how much mana regen I was gaining from each one, but I'm going to assume if the buff is landing it's doing something lol.

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