Some screenshot about a swap that i'm working on for my server. Still in progress but done at 70% i think.
Something small I wanted to showoff, a scaling health based on the number of nearby players:[media:4x65e9vj]https://dl.dropboxusercontent.com/u/1102355/ShareX/2016/03/2016-03-09_21-13-30.mp4[/media:4x65e9vj]Todo: change so that health only scales down on leave combat.
MAIN THINGSEach spell can have up to 3 effects. Each linked tag can also have a number of the effect, like $TAG1 $TAG2 $TAG3for example our spell has a two damage types, the first deals a (effect1)1-100 damage(Randomly)(effect2)50 damage. Additionally(effect3)decrease enemy speed by 30%Spell deals a $s1 damage, and $s2 damage. Additionally decrease target's speed by $s3%.ingame: spell deals a 1-100 damage, and 50 damage. Additionally decrease target's spee by 30%.if you use tag without the number - it calculate all the damage(1+2+3 if it possible) from the spell. Or something else(dependent of the tag)-------------------------------------------------------$N - current stacks of spell, for example in tooltip: Your blazing shield now have $n charges-------------------------------------------------------$d - spell duration: Your diseace will torment the victim within $d.-------------------------------------------------------$t - pereodic trigger, for example: Your fire shield deals 100 damage every $t seconds.-----------------------------------------------------$o - summary damage dome from DOTHOT Your immolation made a $o damage during 10 seconds. (for example your spell made a 10 damage each 2 seconds, spelldur 10seconds = $o automatically calculate damage as 50, $o in this case = 50)-----------------------------------------------------$x - count of targets for this spell your chain lightning hits $x targets-----------------------------------------------------$v - maximal allowed level of target "Target of the spell can only be a target not higher than level $v-----------------------------------------------------$z - destination of heartstone(your tavern name)-----------------------------------------------------$s - simple base point of spell(damage or healing, support scatter like in fireball damage 8-12 damage etc) your fireball deals a $s fire damage. $s - is minimal damage $S - is MAXIMAL DAMAGE like deals $s - $S damage. INGAME: deals 7 - 14 damage.-----------------------------------------------------$m - modified (can by talents or glyph, used only for player-based spells) point of spell you can ressurect the target with the $m health and mana------------------------------------------------------$r - radius for direct spell cast a fireball, works at a distance of $r yards.------------------------------------------------------$a - radius for AOE spell your circle of fire deals a XXX damage of $a yards around you.------------------------------------------------------$b - additional multipler of the spell(HARD TO USE) for example 66(main damage) + combo point * $b (used only by rogues and druids in cat form) deals a $(66*1+$b) damage for 1 combo, and $(66*2+$b) damage for 2 combo------------------------------------------------------$h - chance to proc (percentage only) your mind blast can proc by $h% chance, when you use a this spell.------------------------------------------------------$g(Mr:Mrs) (specific gender description) Usefull mostly for ruRU(and maybe other) locales with different class names by gender. example: $g(Priest:Priestess) deals a 150% holy damage. the same as quests like senjorlady------------------------------------------------------$l - Specific locale description(mostly with the ruRU locale) typocal form: $l: екс: екса: ексов)(if try to translate it $l:One_Cake:two_Cakes:lot_cakes(higher than 2) (nevermind, a feature of the Russian language)------------------------------------------------------$q - misc value used in auras with base value + misc value(for example ressurection useas BV as restored hp, and miscA as restored mana.------------------------------------------------------$AP - Current attack power(not confirmed) uses only for formulas, involved in the formation of damage or healing.------------------------------------------------------$E - dependent(from damage) spell value. For example in death coil. It deals 244($s) damage, and leech $e health to the caster or mana shield, when caster take a damage, they less $e of mana per 1 taken damage.------------------------------------------------------$u - max stack value------------------------------------------------------$i - max affected target of spells(for example mass fear)------------------------------------------------------$f - dummy(script) value (used in death strike of DK)------------------------------------------------------$LINK to spell param, set your spell entry from the different spell(if they triggered by current)for example main spell with entry 100(fireball) and deals a 7 damage , triggered spell with entry 666(burn) deals a 14 damage during the 5 seconds.EXAMPLE: Deals a $s1 damage, and additional $666o1 fire damage by $d.three parts1) $2) spell entry(usually different(triggered))3) linked param(see above)------------------------------------------------------${FORMULA} - in brackets you can combine different values to made a one.1. { } external brackets2. ( ) internal brackets - Within each of these brackets, a separate formula, like ${(formula1)*(formula2)} or more3. *$ multi-modifier, always in the end of formula(it calculates: *per level of caster, *base spell modifier. and other things from spell.dbc is not included into main formula)EXAMPLE: Ice nova uses ${$m1*$} - ${$M1*$} of frost damage at discription.original formula: 52-59+caster level*0.50(spell modifier)for example player level is 50.result: ice nova uses 52+50*0.50 = 51 minimal damage, 59 + 50*0.50=54.5 damagefrost bols deals a 51 - 54 frost damage.**************************second example:Revenge(warrior tank spell): Deals from ${$m1+$AP*0.310} to ${$M1+$AP*0.310} weapon damage**************************third example:backstab(rogue spell): deals $m2% weapon damage, and additional ${$m1*1.5} damage.effect1: weapon 60% of normalized weapon damageeffect2: weapon 150% percent damage(include buff effects)effect3: add compo point +1we know that this spell deals a 60% of weapon damage +150%, this can be present as 1.5, we get ${$m1*1.5} (60%*150%). = 210% of weapon damage(approx)---------------------------------------------------------Unknown params of formulas:$MWS - some of meele spells$PL$FLOOR$COND$GTunused tags:$j$w
I did some updates to my spell editor recently:Added icons to the spell list, started working on spell string parsing. I'm working through Vel's tag documentation:QuoteMAIN THINGSEach spell can have up to 3 effects. Each linked tag can also have a number of the effect, like $TAG1 $TAG2 $TAG3for example our spell has a two damage types, the first deals a (effect1)1-100 damage(Randomly)(effect2)50 damage. Additionally(effect3)decrease enemy speed by 30%Spell deals a $s1 damage, and $s2 damage. Additionally decrease target's speed by $s3%.ingame: spell deals a 1-100 damage, and 50 damage. Additionally decrease target's spee by 30%.if you use tag without the number - it calculate all the damage(1+2+3 if it possible) from the spell. Or something else(dependent of the tag)-------------------------------------------------------$N - current stacks of spell, for example in tooltip: Your blazing shield now have $n charges-------------------------------------------------------$d - spell duration: Your diseace will torment the victim within $d.-------------------------------------------------------$t - pereodic trigger, for example: Your fire shield deals 100 damage every $t seconds.-----------------------------------------------------$o - summary damage dome from DOTHOT Your immolation made a $o damage during 10 seconds. (for example your spell made a 10 damage each 2 seconds, spelldur 10seconds = $o automatically calculate damage as 50, $o in this case = 50)-----------------------------------------------------$x - count of targets for this spell your chain lightning hits $x targets-----------------------------------------------------$v - maximal allowed level of target "Target of the spell can only be a target not higher than level $v-----------------------------------------------------$z - destination of heartstone(your tavern name)-----------------------------------------------------$s - simple base point of spell(damage or healing, support scatter like in fireball damage 8-12 damage etc) your fireball deals a $s fire damage. $s - is minimal damage $S - is MAXIMAL DAMAGE like deals $s - $S damage. INGAME: deals 7 - 14 damage.-----------------------------------------------------$m - modified (can by talents or glyph, used only for player-based spells) point of spell you can ressurect the target with the $m health and mana------------------------------------------------------$r - radius for direct spell cast a fireball, works at a distance of $r yards.------------------------------------------------------$a - radius for AOE spell your circle of fire deals a XXX damage of $a yards around you.------------------------------------------------------$b - additional multipler of the spell(HARD TO USE) for example 66(main damage) + combo point * $b (used only by rogues and druids in cat form) deals a $(66*1+$b) damage for 1 combo, and $(66*2+$b) damage for 2 combo------------------------------------------------------$h - chance to proc (percentage only) your mind blast can proc by $h% chance, when you use a this spell.------------------------------------------------------$g(Mr:Mrs) (specific gender description) Usefull mostly for ruRU(and maybe other) locales with different class names by gender. example: $g(Priest:Priestess) deals a 150% holy damage. the same as quests like senjorlady------------------------------------------------------$l - Specific locale description(mostly with the ruRU locale) typocal form: $l: екс: екса: ексов)(if try to translate it $l:One_Cake:two_Cakes:lot_cakes(higher than 2) (nevermind, a feature of the Russian language)------------------------------------------------------$q - misc value used in auras with base value + misc value(for example ressurection useas BV as restored hp, and miscA as restored mana.------------------------------------------------------$AP - Current attack power(not confirmed) uses only for formulas, involved in the formation of damage or healing.------------------------------------------------------$E - dependent(from damage) spell value. For example in death coil. It deals 244($s) damage, and leech $e health to the caster or mana shield, when caster take a damage, they less $e of mana per 1 taken damage.------------------------------------------------------$u - max stack value------------------------------------------------------$i - max affected target of spells(for example mass fear)------------------------------------------------------$f - dummy(script) value (used in death strike of DK)------------------------------------------------------$LINK to spell param, set your spell entry from the different spell(if they triggered by current)for example main spell with entry 100(fireball) and deals a 7 damage , triggered spell with entry 666(burn) deals a 14 damage during the 5 seconds.EXAMPLE: Deals a $s1 damage, and additional $666o1 fire damage by $d.three parts1) $2) spell entry(usually different(triggered))3) linked param(see above)------------------------------------------------------${FORMULA} - in brackets you can combine different values to made a one.1. { } external brackets2. ( ) internal brackets - Within each of these brackets, a separate formula, like ${(formula1)*(formula2)} or more3. *$ multi-modifier, always in the end of formula(it calculates: *per level of caster, *base spell modifier. and other things from spell.dbc is not included into main formula)EXAMPLE: Ice nova uses ${$m1*$} - ${$M1*$} of frost damage at discription.original formula: 52-59+caster level*0.50(spell modifier)for example player level is 50.result: ice nova uses 52+50*0.50 = 51 minimal damage, 59 + 50*0.50=54.5 damagefrost bols deals a 51 - 54 frost damage.**************************second example:Revenge(warrior tank spell): Deals from ${$m1+$AP*0.310} to ${$M1+$AP*0.310} weapon damage**************************third example:backstab(rogue spell): deals $m2% weapon damage, and additional ${$m1*1.5} damage.effect1: weapon 60% of normalized weapon damageeffect2: weapon 150% percent damage(include buff effects)effect3: add compo point +1we know that this spell deals a 60% of weapon damage +150%, this can be present as 1.5, we get ${$m1*1.5} (60%*150%). = 210% of weapon damage(approx)---------------------------------------------------------Unknown params of formulas:$MWS - some of meele spells$PL$FLOOR$COND$GTunused tags:$j$w