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WTF with spells in latest builds? - Printable Version

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WTF with spells in latest builds? - WRWR - 09-01-2012 07:45 AM

WTF with spells in latest builds? or maybe its my miss

For example
summon daemon,vortex,elementals,bladespirit after summon creature...
earthquake, meteor swarm, chainlightning not work


RE: WTF with spells in latest builds? - darksun84 - 09-02-2012 12:25 AM

yup Sad


RE: WTF with spells in latest builds? - Extreme - 09-02-2012 12:29 AM

The spellflags changed.. did you checked them?


RE: WTF with spells in latest builds? - darksun84 - 09-02-2012 01:05 AM

Yes i guess,

The problem with summoning is:
When you summon a creature(even with addnpc) the next time you cast summon daemon/elemental/vortex the previous creature is summoned! If you use them for first, you'll summon a naked bald man with console error :

PHP Code:
22:ERROR:Create Invalid Char 0efa 

Instead, chain lighting and meteor swarm always fizz after target's selection, and with GM OFF your mana will be reduced around 0.

This is what appear, when you use them with GM OFF

PHP Code:
:DEBUG:__ thread (5452__ |  # | _____ function _____________ | ticks passed from previous function start ______
17:19:DEBUG:>>         5452     |  |               CWorld::OnTick | +
17
:19:DEBUG:>>         5452     |  |              CSector::OnTick | +
17
:19:DEBUG:>>         5452     |  |                CChar::OnTick | +<-- exception catch point (below is guessed and could be incorrect!)
17:19:DEBUG:>>         5452     |  |            CChar::Skill_Done | +
17
:19:DEBUG:>>         5452     |  |           CChar::Skill_Stage | +
17
:19:DEBUG:>>         5452     |  |          CChar::Skill_Magery | +
17
:19:DEBUG:>>         5452     |  |        CChar::Spell_CastDone | +
17
:19:DEBUG:>>         5452     |  |         CChar::Spell_CanCast | +
17
:19:DEBUG:>>         5452     |  |         CChar::UpdateStatVal | +
17
:19:DEBUG:>>         5452     |  |        CChar::UpdateManaFlag | +
17
:19:CRITICAL:"Access Violation" (0x45ff3), in CChar::Tick() #1 "timer expired" 

The error continue to be displayed in the console until you don't have enough mana to cast the two spells above(so with mana 100 you'll get it two times in the console), so looks like when the spell is casted, it cast itself again and again!


Earthquake can be fixed by adding SPELLFLAG_AREA to him.


RE: WTF with spells in latest builds? - Shaklaban - 09-02-2012 01:32 AM

I don't understand why spells are heavily modified, all spells already can be overrided by scripts easily.


RE: WTF with spells in latest builds? - darksun84 - 09-02-2012 01:35 AM

It's nice to have the base spells working by default Shock


RE: WTF with spells in latest builds? - Skul - 09-02-2012 05:15 AM

darksun84, use LOCAL.CREATEOBJECT1 to all your summon spells, be sure to use a valid ID. That will solve the little problem with summons. I'm not sure about the 'mass area effects', it appears to be working properly on my shard. Might be something to do with your spellflags.

Also, be sure to add spellflag_damage to any spell that is meant to cause damage (such as meteor swarm, chain lightning, earthquake, flame strike, magic arrow, etc etc) and be sure to keep spellflag_harm on the spells that should be treated as a 'harmful' spell, such as s_curse, s_feeblemind, s_lightning, etc etc.

Also, for SPELLFLAG_AREA add this little event to all your NPCs and players for the meanwhile. (looks to be an internal error)
Code:
[events e_spellflag_area]
on=@spellselect
if ( <serv.spell.<argn1>.flags> & spellflag_area )
  serv.spell.<argn1>.flags |= spellflag_scripted //just the the meantime
endif



RE: WTF with spells in latest builds? - Ben - 09-03-2012 10:24 AM

That's some interesting info... I have an idea where the problem could be now. Thanks Smile


RE: WTF with spells in latest builds? - Ben - 09-05-2012 01:55 PM

Build 1533 Should have Summon and Area spells working properly.


RE: WTF with spells in latest builds? - darksun84 - 09-06-2012 08:17 AM

They look fixed Big Grin , Thank you Ben !