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TODO:
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Break Proc Effects apart and normalize to effect style
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Alc field spells missing AoE, Wiz storm spells missing AoE, Group drain spells missing AoE
Added Area of effect
Move Proc effect IDs into range of SpellEffectIds
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WIZ should have spells that are 1 second cast 1 sec recast
Clean up pet Spell IDs and Pet Spell Effect IDs
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Break Created Items Effects apart from the items themselves and normalize to effect style with StackTypes
Get proc effects filled in on spell effects sheet
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Remove duplicate Spell IDs and point to multiple Effects
Added ConsumeItemID from 50k on for created items for temp items
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All taunts changed to 20 range
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Go through stack types and correct based on information from https://docs.google.com/spreadsheets/d/1X2U5hpa6po2JJ2zBSb5WMqV_L07yIH44/edit#gid=1064117000
Fix pet modelIDs, Wiz 60 pets, pet weapon damage
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Address the known list of ability issues below
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Fix background colors based on icon database
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Go column-by-column and find blanks that should not exist and missing data
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Ask about descriptions of scrolls and spells https://www.youtube.com/watch?v=-qeneV5ko70
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Implementing Procs:
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Normal Spell learn process from scroll/cm/given by game
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Spell cast triggers spell effects
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Spell should cast with "normal" checks based on the Spell Effects target/scope. Many procs are attached to buffs for self / target, some are pet only, some are group proc buffs
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Proc Type in Spell Effects indicates whether proc may go off when hit by monster (defensive) or when hitting a monster (offensive). Defensive procs have 100% proc rate on hit.
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Modifier in spell effect should determine frequency of offensive proc based on caster
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Column headerExplanation
Spell effect (ongoing duration) triggers proc effects
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Spell Info:
TYPE of proc effect can be used in the same way as it was for non-proc effects
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SpellID
Unique ID for spells
When proc is triggered, all (max 2) "Proc effects" should be triggered via Spell Effect reference
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Name
Spell name, shown in UI
Scaling for proc effect values are in their proc effect modifier'
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Learn Method
Scroll in inventory or unlocked via a Mastery purchase
Proc Type in Spell Effects indicates whether proc may go off when hit by monster (defensive) or when hitting a monster (offensive)
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From CM#
Which Class Mastery, if applicable
Heals are indicated by positive HP1 and should be applied to scope and target type of "Proc effect" based on who is "casting" the proc
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ScrollSource
Whether scroll is a vendor purchase, quest reward, or drop
All negative HP1 numbers indicate damage to monster, only oddity is the undead enemy check
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CLASS
Which classes have access
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RACE
Which races have access
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Graphic
Character animation
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TYPE
How spell is used. Creates an item, damage/healing, stat changes, teleports, charm, etc.
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Level
Level required to learn, either through a scroll or when the CM becomes available
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Range
Max range of spell. Self are set to 1. Units not clear at this time. Think meters for rough distance. This check should happen after all other spell conditions (target) are satisfied.
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CastTime
Seconds after pressing button until spell takes effect
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PowerCost
Mana cost to cast
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IconBGDColor
Background color behind spell icon, only appears in spell book menu, not in UI while casting ability
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Icon
Description of icon, not necessarily required for database
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IconID
ID of icon for spell book menu
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Scope
Determines who the spell effects. Group, self, and PlayerBased AoE need no checks (other than currently casting a spell) and can only fail if mana is too low. Pet will need to check that pet exists (only can be cast on that player's pet). Pet should not require targeting your pet. Target and TargetBased AoE require having a target conned.
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Target Type
Based on scope, which characters does your spell effect? Friendly are player characters, enemy are monsters (or duel opponent). TargetBased AoE are only going to effect mobs. PlayerBased AoE only effect characters. Target can be either. Group only effects grouped characters.
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Recast
Cooldown, begins after spell is cast by character (after casttime), not when button is pressed
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ReqEQuipment
Spell must check equipped weapon types before cast. 1HandBlunt (mace, club, etc), 1HandSlash (sword), 1HandPierce (dagger), 2 hand versions of those, Range meaning holding bow or crossbow, Shield is equipped, Any weapon type (includes no weapons), or None (bare fists).
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Duration
Time effect lasts
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MinLevelEffect
Minimum character level that can recieve buff. Most will be level 1.
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EffectID1
These effects are what the spell actually will do. One example of a multiple effect spell is a glamour. One effect is the character model change, the other is the stat buff
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EffectID2
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EffectID3
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EffectID4
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Spell Effects:
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EffectID
Unique ID for effects
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Name
Name of spell, will be shown in scrolling list as "Status" on right side of initial start menu.
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Graphic
Character animation for procs when they are triggered
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TYPE
Best used to determine how the rest of effect is implemented
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Level
May be used to override lower level buffs that have the same stack type
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Scope
Determines who the effect effects. May be redundant
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Target Type
Expands "Enemy" with summoned, undead, and beast types. Used for specific damage spells and charms
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Modifier
Which character statistic will be referenced to increase the effect of the spell
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Percentage
What fraction of the above statistic will be added to the base number statistic / damage
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Level Scaling?
Whether or not the effect will be increased based on character level
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%
What multiplier or fraction the level of the character is modified by, added to any existing stat/damage change
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Hate
Taunts and detaunts. Equivalent in aggro effect to the damage dealt by any character (?)
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Duration
How long does buff / HoT, PoT, charm etc last for. HoT and PoT tick twice on first effect and every 6seconds after
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Resist Basis
What is damage resisted by? DiseaseResist, Poison, Lightning, Cold, Fire, Arcane, etc. Can resist up to a cap %.
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STR
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STA
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AGI
These are the change to statistics that the effected monster or character will see, increased or decreased by modifiers or resists
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DEX
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WIS
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INT
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CHA
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HPMAX
Increase in max hitpoints
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POWMAX
Increase in max power
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PoT
Power over time increase, characters naturally gain 1 PoT per 50 Power.
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HoT
Health over time increase (normal heals are large HoT increases), characters naturally gain 1 HoT per 50 Health.
Normal heals should not be considered HoT increases
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AC
Armor class, this is the armor value your equipment and spells give you
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PRPoison resist
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DRDisease resist
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FRFire resist
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CRCold resist
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LRLightning resist
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ARArcane resist
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HP1
Damage (or heal) base number. Also modified by any scaling in Modifier and Percentage and/or level scaling
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HP2
Damage (or heal) secondary number. Used to display multiple numbers on screen and for TargetBased-AoE (AoE hits target and also the radius from the target, including target a second time).
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DoT
Damage over time, ticks twice on first hit. Every 6 seconds after
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POW
Immediate power changes to enemy or friendly.
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HP Factors
Increase to MAX hp based on your level (60 hp at lvl 60)
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OFF Mods
Used during melee swing damage calculation. Essentially increases relative level of attacker over monster
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DEF Mods
Used during melee swing damage calculation. Essentially increases relative level of defender over monster
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SPEED
Increase or decrease of movement speed
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Pierce Debuff
Debuff to specific resist of enemy
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Blunt Debuff
Debuff to specific resist of enemy
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Slash Debuff
Debuff to specific resist of enemy
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Ranged Debuff
Debuff to specific resist of enemy
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CreatedItemID
Unique ID of item created by spell. DOES NOT MATCH HAGLEY ITEMS! Will require research and fixes
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QTY
How many items are created