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Paralyze spell animation?

Posted: Thu Mar 29, 2012 10:43 pm
by Halbu
Does anyone remember paralyze spell having its own animation, sorta looked like a Greater heal that animated slower and maybe bigger?

Re: Paralyze spell animation?

Posted: Fri Mar 30, 2012 4:08 pm
by Halbu
I am certain paralyze has an animation of its own. First of all there is no spell that you target a player with that doesn't have an animation, only paralyze. This is inaccurate. I believe the animation is similar to the one that paralyze field gives(it lasts shorter than the real paralyze animation though, must be a RUNUO bug or glitch)


Whenever you run into a paralyze field there is a small "sparkle field" around you similar to gheal but animates shorter and is much smaller. However the actual paralyze animation is a bit longer than gheal or paralyze field(especially).

Here's a screenshot of it in action:

Image

Re: Paralyze spell animation?

Posted: Fri Mar 30, 2012 4:44 pm
by Grimnir
Yes, there was one.

Re: Paralyze spell animation?

Posted: Fri Mar 30, 2012 5:46 pm
by Mirage
Good find......

Re: Paralyze spell animation?

Posted: Sat Mar 31, 2012 1:42 am
by Rammar
Confirmed on the demo. Uses the typical sparkle animation.

Should be moved to Suggestions & Era Accuracy.

Re: Paralyze spell animation?

Posted: Fri Apr 06, 2012 8:28 pm
by Halbu
I wonder how easy of a fix this could be, can any admins comment on this?

Having paralyze animation would be nice 8)

Re: Paralyze spell animation?

Posted: Fri Apr 06, 2012 9:23 pm
by Light Shade
Without actually looking through the code, I would assume all Derrick needs to do is find the correct Hex Number corresponding to the correct animation and Copy it in, and then add it in to the Paralyze.cs file. Again, I haven't actually looked at the code, but it may be a very easy fix.

EDIT:
It is actually an Error with RunUO (Server we use) that was omitted and can be confirmed by looking on OSI Shards even today. It may have been fixed in later versions of RunUO...haven't really bothered to bring up a latest version of their server in a while.

This was noted by the RunUO Admin Xavier back in July of 2009.

Link: [SVN 535] spells and specials tweaks

-L/S

Re: Paralyze spell animation?

Posted: Sat Apr 07, 2012 10:51 am
by the bazookas
I was able to get it to sparkle on a default runuo server, just by changing the duration parameter (the last argument of the FixedEffect function) from 1 to 16, which is what it is on ParalyzeField.cs (duration of 1 must be too short to see the animation). I downloaded the latest RunUO server a couple weeks ago, so for some reason they still haven't fixed this??

From Paralyze.cs:

Code: Select all

public void Target( Mobile m )
{
	//...
	m.PlaySound( 0x204 );
	//m.FixedEffect( 0x376A, 6, 1 ); // 2nd paramter = speed (paralyze field is 10, so I copied that), 3rd = duration
	m.FixedEffect(0x376A, 10, 16);
	//...
}
Output:

Re: Paralyze spell animation?

Posted: Sat Apr 07, 2012 1:50 pm
by Light Shade
That's the code I was too lazy to tweak and test. :D

But yeah, easy fix, even an Automaton can do it! :P

Re: Paralyze spell animation?

Posted: Sun Apr 15, 2012 2:26 pm
by Derrick
Thanks for all the legwork everyone. This will be in next patch.
the bazookas wrote:

Code: Select all

 m.FixedEffect(0x376A, 10, 16);

Re: Paralyze spell animation?

Posted: Sun Apr 15, 2012 5:48 pm
by Halbu
It is actually an Error with RunUO (Server we use) that was omitted and can be confirmed by looking on OSI Shards even today. It may have been fixed in later versions of RunUO...haven't really bothered to bring up a latest version of their server in a while.

This was noted by the RunUO Admin Xavier back in July of 2009.

Link: [SVN 535] spells and specials tweaks


From a RUNUO.com thread about current OSI spell animations(many stayed the same since 1999):

http://www.runuo.com/community/threads/ ... ks.413977/
paralyze - displays particle effect around victim for duration of spell effect.
Another one I found about summoning animations:
- white 'poof' particle effect when summon appears.

Re: Paralyze spell animation?

Posted: Sun Apr 15, 2012 7:31 pm
by Light Shade
Halbu wrote:Another one I found about summoning animations:
- white 'poof' particle effect when summon appears.
Yeah, I came across that one when I was looking up the Paralyze one. I thought we had that, though, so I breezed over it. I take it we don't have that...?

Real UO, back in the day, did make that white 'poof' when a summons appeared.

Re: Paralyze spell animation?

Posted: Fri Apr 27, 2012 12:24 pm
by Ratliff-TG
Where does a Ghouls Touch weapon proc fall into this, i assume it should have the same visual effect as spell or field.

Tested it this morning on some unwilling volunteers and there was no spell effect for Ghouls touch weapon after the 4/27/2012 patch.

Re: Paralyze spell animation?

Posted: Fri Apr 27, 2012 2:16 pm
by azheman
Ratliff-TG wrote:Where does a Ghouls Touch weapon proc fall into this, i assume it should have the same visual effect as spell or field.

Tested it this morning on some unwilling volunteers and there was no spell effect for Ghouls touch weapon after the 4/27/2012 patch.

ROFL unwilling volunteers.

Re: Paralyze spell animation?

Posted: Fri Apr 27, 2012 3:20 pm
by the bazookas
I looked around in BaseWeapon.cs, and found about the same thing this guy did (i.e. old OSI weapon charges don't exist in the current RunUO distribution):
http://www.runuo.com/community/threads/ ... tes.57033/
Derrick must have coded in the old spell effects, so I wouldn't know exactly where the fix should go in, but it should be a really easy fix.

I imagine he just needs to go to wherever he added the paralyze application (probably BaseWeapon OnHit function) and add that one line of special effect there.