Spells & Effects

For any problems with Dawn of Light website or game server, please direct questions and problems here.

Moderator: Support Team

Spells & Effects

Postby Marko » Sat Aug 23, 2014 9:00 pm

I'm making a new thread about this since it's not related to the crafting issue I had earlier this week. This new issue is seemingly related to this post from a couple of months ago:
http://www.dolserver.net/viewtopic.php? ... ct#p152062

But I was also digging around in the db table 'spell' and comparing it to ETAEW's webdb over here:
http://www.etaew.net/daocdb/spells.php

And noticed that the two don't match up as far as spellID/SpellEffect.

For example the values for SpellID, SpellEffect, and Icon for the Motivational Strains spell:

dbpub shows: 1104, 1104, 323
ETAEW shows: 954, 954, 323

What I'm wondering is this. Is the fix suggested in the other thread correct where the displayed buff-effect is just set to the iconID, or should I go through the db and make it match what is found in ETAEW's db?

Graphically, the error is this:
Image

The icons on my bar are correct, but the ones as buff indicators are incorrect; when I hover over the shield it says "song of Clarity" which is #9 on my bar, and the ? says "Motivational Strains" which is #0 on my bar.

I'm currently using SVN build 3330 and dolpubdb 3.1 (if that makes any difference)
User avatar
Marko
DOL Novice
 
Posts: 80
Joined: Mon Jun 09, 2014 8:17 pm
Location: Rural Central Utah (Near Bryce Canyon)

Re: Spells & Effects

Postby Leodagan » Sat Aug 23, 2014 10:21 pm

I don't really understand everything around spell Icons...

From what I understand, SpellID have no use, SpellEffectID is the Cast Animation and "Land" Animation, IconID should be the Icon displayed...

But there is at least one bug, when Applying Spell Effect to someone the Buff Icon will use "SpellEffectID" and not SpellHandler IconID !

On Most Live Spells EffectID == IconID, in fact I think IconID means : take the Icon of "This" EffectID...
User avatar
Leodagan
Developer
 
Posts: 1350
Joined: Tue May 01, 2012 9:30 am
Website: https://daoc.freyad.net
Location: Lyon

Re: Spells & Effects

Postby Marko » Sat Aug 23, 2014 10:41 pm

Now the weird thing is I have two different game versions, the old one displays the correct buffs, and the new one isn't.

On character login the old version reports itself as GameServer Version: 1.9.6.3061
The new one which is SVN 3330, reports as GameServer Version: 1.9.6.30716

The old version has other probs, but the buff-display was correct :P

I think the old version is (or was) the downloadable, precompiled exe files, because that was my first intro to DOLserver.
User avatar
Marko
DOL Novice
 
Posts: 80
Joined: Mon Jun 09, 2014 8:17 pm
Location: Rural Central Utah (Near Bryce Canyon)

Re: Spells & Effects

Postby Leodagan » Sun Aug 24, 2014 7:17 am

I remember a recent code update around "GameSpellEffect" recently, I'm gonna check SVN log to see if there is an obvious "bug" there...
User avatar
Leodagan
Developer
 
Posts: 1350
Joined: Tue May 01, 2012 9:30 am
Website: https://daoc.freyad.net
Location: Lyon

Re: Spells & Effects

Postby Marko » Tue Aug 26, 2014 2:36 am

So just tried out a paladin and those chants are kinda off too. Again these were working on that old 'pre-compiled' server, but they're not on the latest, fresh compile (with no custom scripts or code added, just what gets checked out using this URL: https://svn.code.sf.net/p/dolserver/cod ... arp/trunk/ )

So some correlation code isn't quite right between matching up icons, effects, and buff indicators. BUT, not all spells/chants are effected, so that will make it real fun trying to figure out <sarcasm> For example on my Pally, Battle Fury is working just fine, but Crusader's Refreshment icon is correct but the indicator is showing a downward pointed sword and on hover says 'Celerity' - neither of which are right.

All of my enhance cleric's buffs/indicators are correct however, so it seems to possibly just effect pulsing spells like Pallys and Minis (?)
User avatar
Marko
DOL Novice
 
Posts: 80
Joined: Mon Jun 09, 2014 8:17 pm
Location: Rural Central Utah (Near Bryce Canyon)

Re: Spells & Effects

Postby Leodagan » Tue Aug 26, 2014 6:24 am

Pulsing Spells are harder to work with...

I don't remember why but I think DAOC client handle way differently Spells and Songs !

I have some computer trouble actually so I can't check in SVN Logs, but I'm pretty sure someone complained about GameSpellEffect was sending "EffectID" instead of "IconID" for Icon displaying, and provided some patch...

Maybe there was some workaround in database to have Songs use a specific EffectID for displaying the correct Icon, maybe there is some workaround in PacketLib, but I'm pretty sure the update to GameSpellEffect broke these, and you should try to fix it by updating these spells records to begin with, try to see if you can match the IconID or EffectID to display these spells correctly !

As soon as I get some computer to work on this I'll try to trace the Code Change, but I'm not really comfortable with this part of DOL....
User avatar
Leodagan
Developer
 
Posts: 1350
Joined: Tue May 01, 2012 9:30 am
Website: https://daoc.freyad.net
Location: Lyon

Re: Spells & Effects

Postby dargon » Tue Aug 26, 2014 6:09 pm

If it has the right icon on the bar but not on cast, check the spell's effectID in DB, that is my normal issue every time i use a fresh DB
Mannik: Admin of Forsaken Worlds Reborn
dargon
DOL Follower
 
Posts: 451
Joined: Sun Apr 15, 2007 6:55 pm

Re: Spells & Effects

Postby Marko » Tue Aug 26, 2014 10:58 pm

actually, the db is still 'old' (3.0 I think) but the server is 'new' - I do have a newer db too (3.1) that I have migrated my characters too - it's just not my 'main' db because I haven't migrated any of my 'fixes' to it (like horse routes, npc templates, teleporters/locations, etc). Let me do a quick compare btwn dbs and see if there are any notable differences between them where pulsing spells are concerned.

Just did my quick check and all of my db's (new, old, even backups, all have the same values for SpellID, ClientEffect, and Icon). So something is amiss in the code. I did see that patch, but it seems like I tried it and things still weren't matching up properly. I'll take another look. If anyone else has any ideas feel free to chime in :)
User avatar
Marko
DOL Novice
 
Posts: 80
Joined: Mon Jun 09, 2014 8:17 pm
Location: Rural Central Utah (Near Bryce Canyon)

Re: Spells & Effects

Postby Marko » Tue Aug 26, 2014 11:26 pm

Ok, the fix mentioned over here: http://www.dolserver.net/viewtopic.php? ... on#p152172

was never applied to the PulsingSpellEffect.cs file. I just did a similar fix to that file on my server and recompiled and now all but one of my pulsing spells is working - and that one probably is a left over from me trying to fix things in the db.

This section was originally returning Spell.Effect instead of Spell.Icon:

/// <summary>
/// Effect icon ID
/// </summary>
public ushort Icon
{
get { return m_spellHandler.Spell.Icon; }
}
User avatar
Marko
DOL Novice
 
Posts: 80
Joined: Mon Jun 09, 2014 8:17 pm
Location: Rural Central Utah (Near Bryce Canyon)

Re: Spells & Effects

Postby Marko » Wed Aug 27, 2014 4:34 am

Well shoot, that didn't quite work. Most of my icons are behaving the way they're supposed to, but Refreshment and Fury (not sure which level, upper 20's in chant). The refreshment icon doesn't show up at all, not even a ? (but the effect is present because I get the 'you healed yourself for x amount" messages). And fury acts normal during the initial cast animation, but as soon as a tick goes by, I also get the Celerity icon & buff effect - Hey 2 for 1! But it shouldn't work that way :P

I'll keep delving - I'm very new to DOL code - really just started looking at the C# side of things this week, so it may take me awhile
User avatar
Marko
DOL Novice
 
Posts: 80
Joined: Mon Jun 09, 2014 8:17 pm
Location: Rural Central Utah (Near Bryce Canyon)

Re: Spells & Effects

Postby Leodagan » Wed Aug 27, 2014 5:23 am

hum...

Fury song is Add Damage + Combat Haste buff in later level !

It's an update in recent live like version : http://www.darkageofcamelot.com/content ... din#chants


So your trouble with double icon is in fact working as expected ;)
User avatar
Leodagan
Developer
 
Posts: 1350
Joined: Tue May 01, 2012 9:30 am
Website: https://daoc.freyad.net
Location: Lyon

Re: Spells & Effects

Postby Dinberg » Wed Aug 27, 2014 9:25 am

Strange the fix for GameSpellEffect was not applied, grav mentioned to me that he had done it.

At any rate, if you are going to submit the fix please mark it as a virtual ushort - it makes customisation of DoL via scripts alot easier and more powerful
The Marvelous Contraption begins to stir...
User avatar
Dinberg
Inactive Staff Member
 
Posts: 4695
Joined: Sat Mar 10, 2007 9:47 am
Yahoo Messenger: dinberg_darktouch
Location: Jordheim

Re: Spells & Effects

Postby Leodagan » Wed Aug 27, 2014 10:23 am

Revision 3325 to 3327 updated GameSpellEffect !! (By Graveen, it looks like what was expected from the Mattermancer Topic...)

I think Marko may be right with this not being applied in PulsingSpellEffect.cs (but I didn't check it out...)
User avatar
Leodagan
Developer
 
Posts: 1350
Joined: Tue May 01, 2012 9:30 am
Website: https://daoc.freyad.net
Location: Lyon

Re: Spells & Effects

Postby Dinberg » Wed Aug 27, 2014 8:10 pm

Aye, looks like it doesn't inherit from GameSpellEffect so the change didnt affect it.
The Marvelous Contraption begins to stir...
User avatar
Dinberg
Inactive Staff Member
 
Posts: 4695
Joined: Sat Mar 10, 2007 9:47 am
Yahoo Messenger: dinberg_darktouch
Location: Jordheim


Return to “%s” Support

Who is online

Users browsing this forum: No registered users and 1 guest