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Avaible Spellslots
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darksun84
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Post: #1
Avaible Spellslots
I found this post from the old sphereforum in my HD, i think it was interesting to share ,even if I don't remember who wrote it :

Spell slot #s you can use for custom spells not used by EA's internal client code. If you use any number not within these ranges; ie 507, it will conflict with SCP code for EA Spells and Weapon Abilities.

I did not compile any spell slot used by sphere default scripts in these value ranges that were sphere custom.

Free Spell Slots:
0
65 - 100
118 - 200
211 - 400
407 - 500
509 - 600
617 - 677
694 - 700
707 - 1000
1032 - 3000
3025+

Note the 1000+ are technically available. I left them out in case anyone does the weapon abilities with their ID as spell values, as well as character models abilities.

The IDs we use for spells are also listed for the abilities, though their server id's are different, but I dont think that has bearing on the client pulling that info. Though I cannot say with certainty, as it is not tested.. I still find that the abilies in my personal opinion should be spells which breach magic resistance. The only things AoS style wise that would possibly even affect them would be resistances, if they are defined with a damage type to be resisted.


Two questions :
1)Is the free spells slots list updated ?
2)There is a method to find those free spells slots ?
05-11-2012 07:51 PM
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Extreme
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Post: #2
RE: Avaible Spellslots
Hi, sorry for resurrecting the thread, but I have some questions about the spell slots.

Can I use 1001~1816?

I scripted a new one for test in 1001 slot.
When I try to cast, it say "You don't have a spellbook handy"
But, I don't want to need the default spellbook...
I already set the Spellflag_Scripted but anything changed...

I'm making a new magic system with 5 spellbooks, 8 circles each with ~16 spells each circle.

So I don't want to use the 'default' system anyway.

Another thing, is there possibility to hue the effect of spell?
Like I want to make my magic arrow red when it run to target.

Help please!

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(This post was last modified: 08-28-2012 02:14 AM by Extreme.)
08-28-2012 02:10 AM
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darksun84
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Post: #3
RE: Avaible Spellslots
For the first question, you have to put

return 6 ( Allows the spell to be cast without checking mana, spellbook, and reagent(s)) under @select


For the 2nd question , you have to use the effect function i guess
(This post was last modified: 08-28-2012 02:51 AM by darksun84.)
08-28-2012 02:41 AM
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Extreme
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Post: #4
RE: Avaible Spellslots
Thanks lord!
It worked, very nice.

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08-28-2012 03:19 AM
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Extreme
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Post: #5
RE: Avaible Spellslots
And, how do I send an effect from one player to another player?

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08-28-2012 06:50 AM
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darksun84
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Post: #6
RE: Avaible Spellslots
with function effect under the trigger @effect

ON=@Effect
effect 0 i_fire_column 6 16 0 0 3


http://wiki.sphere.torfo.org/index.php/EFFECT
08-28-2012 08:26 AM
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Extreme
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Post: #7
RE: Avaible Spellslots
Thank you very much darksun!

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08-28-2012 10:05 AM
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admin phoenix
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Post: #8
RE: Avaible Spellslots
For effect that will not move and will have a special height, use this function.

Code:
ON=@EFFECT
fx_newitem 0 0 <eval <height>+6>
new.effect 2,i_fire,0,25,0,0,0
new.remove


[FUNCTION fx_newitem]
serv.newitem i_gold
new.color=01
new.p=<p>
new.move <argn1> <argn2> <argn3>
08-30-2012 06:18 AM
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