View Full Version : spelltimerarevery off
Nurseling
09-29-2003, 04:24 AM
I'm getting verylong times on my mezzes like 1hour any ideas howto fixt his
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Cryonic
09-29-2003, 07:44 AM
Odds are, the mez really could last as long as an hour. The problem is that mobs can break free of mez early.
Zaphod
09-29-2003, 09:25 AM
Spell durations are still being tuned. For many of the duration formulas numerous of the sources (EQCaster, lucy, and EQEmu) disagree.
Enjoy,
Zaphod (dohpaZ)
Nurseling
09-29-2003, 12:10 PM
Odds are, the mez really could last as long as an hour. The problem is that mobs can break free of mez early.
Mez traditionally last 54 secs with some being as short as 6 secs.
it is a fixed duration, a mob does not break a mez, it wears off or a player breaks a mez.
65 chanter here BTW..... Shouldn't you have to play EQ to post here, or has this just become a place to flame.
Nurseling
09-29-2003, 12:11 PM
sorry had to add it
curio
09-29-2003, 12:12 PM
plus spells like "invisibility" that have a "random" duration. They seem to get assigned the max duration. Does the timer for how long invis is gonna last get set when its dropped on you?
Zaphod
09-29-2003, 01:09 PM
Originally posted by curio
plus spells like "invisibility" that have a "random" duration. They seem to get assigned the max duration. Does the timer for how long invis is gonna last get set when its dropped on you?
They've always gotten assigned the maximum duration. That's part of why I added the buffDrop support to SpellShell, so at least if ShowEQ sees a notification that a buff has dropped it gets removed from the list. To start I'm just trying to get it so that the spells that are based on the level of the caster are not automatically getting the max duration (of a level 65 caster). As far as when the duration actually gets assigned, bugger all if I know. Turns out many of the enchanter mez family of spells are using a level based formula, but capped at a maximum of the value in the buff duration argument.
Enjoy,
Zaphod (dohpaZ)
Cryonic
09-29-2003, 01:32 PM
Hmm, what have I been doing here all this time without playing the game. Sigh....
whiteviperx
09-29-2003, 11:50 PM
yaulp II timer is supposed to be 24 seconds and is showing up as high as 48 minutes. Any idea how to make the change? I understand that it can have a max duration, but is there a way to edit it back to the way it was before 4.3.13 came out?
PriestOfDiscord
09-30-2003, 08:10 PM
One of the most useful features to me as an enchanter is to know when i need to refresh my mez before it breaks.
To get the correct duration numbers again you will need to go in and edit your spells_en.txt file. Search for the mez spells you want to change. You are going to need to change the 17th (or 16 counting from 0) item with ^ as the delimiter. This value is used to determine the duration formula. Just change whatever number is there to 11 and it won't do a level based calcuation.
The cool thing about the way this spells file works is you won't even need to do a new build to incorporate this change.
whiteviperx
09-30-2003, 08:57 PM
Which is the number i need to change to 11?
43^Yaulp II^PLAYER_1^0^^^You feel a surge of strength as you let forth a mighty yaulp.^ lets loose a mighty yaulp.^Your surge of strength fades.^0^^0^0^500^2250^18000^8^4^0^1^0^0^20^-1^30^^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^2518^211 3^-1^-1^-1^-1^1^1^1^1^-1^-1^-1^-1
^100^100^100^100^100^100^100^100^100^100^100^100^0 ^1^0^0^10^10^4^24^1^254^254^254^254^254^254^254^6^ 0^4^-1^0^0^255^19^39^
255^255^255^255^255^255^255^255^255^255^255^255^43 ^0^0^7^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^100^0^6 ^88^0^0^0^1^0^0^0^0^0^40043^39008^39135^^0^0^0^0^0 ^0^0
lildr00d
09-30-2003, 09:13 PM
I dont use it for mez's but I do use it for buffs and dots.. Nice to know when dot is going to wear off or for that matter when snare is going to break.
This is the main use I have for SEQ is the spell timer. I for one know my 30 second dot does not last 1 hour ;-)
Zaphod
09-30-2003, 09:15 PM
I wouldn't mess with that file. The timer will be in a CVS commit that will come either tonight or tomorrow morning.
Enjoy,
Zaphod (dohpaZ)
lildr00d
09-30-2003, 11:18 PM
Thanks Zaphod!!! You da Man
Elyon
10-01-2003, 02:25 PM
Just a heads up on the spells. I don't know if anyone else has this happening or to what extent it goes, but on my Druid, I cast any spell that isn't currently on the spell list from when I first log in to EQ. It shows up in the spell windows, but only WHILE it is being cast. When it is done being cast, it disappears from the SEQ Spell Window. Then , if I zone, it reappears in the spell window with what appears to be the correct time left. This is with 4.3.13a
In the Text Window I get: (id#) is actually a 3 digit number
SPELL: You begin casting Mask of the Hunter. Current Target is Toonname(id#)
SelfStartSpellCast - id=1565 on spawnid=id#
selfFinishSpellCast - id=1565, by=2
Dropping buff - id=1565 from spawn=id#
Same thing happens for all spells that are cast, but then, if I zone, they show back up. All Spells are sucessfully loaded at startup, ie: Loaded 4294 spells from '/path/spells_en.txt maxspell=1142
UPDATE: If the spell is cast on anyone but myself, it stays in the SEQ Spell Window.
Also, did the ability to delete a spell from the spell window by double clicking the middle mouse button get removed? This is no longer working.
One more thing I have noticed, The EQTime in SEQ is 1 hour ahead of EQTime in the game.
BUMP
Still does the same thing in 4.14 No Self Cast spell stays in SEQ Windows until you zone, then it's refreshed by the Leftover Buff code.
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