Paralyze spell animation?
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Paralyze spell animation?
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?
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:
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:
Last edited by Halbu on Sat Mar 31, 2012 4:30 am, edited 2 times in total.
Re: Paralyze spell animation?
Yes, there was one.
Re: Paralyze spell animation?
Confirmed on the demo. Uses the typical sparkle animation.
Should be moved to Suggestions & Era Accuracy.
Should be moved to Suggestions & Era Accuracy.
Re: Paralyze spell animation?
I wonder how easy of a fix this could be, can any admins comment on this?
Having paralyze animation would be nice
Having paralyze animation would be nice
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Re: Paralyze spell animation?
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
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
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax
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Re: Paralyze spell animation?
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:
Output:
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);
//...
}
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- paralyze.JPG (44.6 KiB) Viewed 5250 times
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Re: Paralyze spell animation?
That's the code I was too lazy to tweak and test.
But yeah, easy fix, even an Automaton can do it!
But yeah, easy fix, even an Automaton can do it!
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax
Tom: Get bad bro
Re: Paralyze spell animation?
Thanks for all the legwork everyone. This will be in next patch.
the bazookas wrote:Code: Select all
m.FixedEffect(0x376A, 10, 16);
"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."
Re: Paralyze spell animation?
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/
Another one I found about summoning animations:paralyze - displays particle effect around victim for duration of spell effect.
- white 'poof' particle effect when summon appears.
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Re: Paralyze spell animation?
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...?Halbu wrote:Another one I found about summoning animations:- white 'poof' particle effect when summon appears.
Real UO, back in the day, did make that white 'poof' when a summons appeared.
[20:08] <@Kaivan> We have a ridable Maahes in Green Acres.
[10:00] <TheBreadman> leeds did a takeover on secondage
[10:00] <@Derrick> hax
Tom: Get bad bro
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Re: Paralyze spell animation?
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.
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?
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.
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Re: Paralyze spell animation?
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.
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.
Most people like us, or at least they like what we do. Regardless, we appreciate all our victims, and we hope that their encounter with us is a memorable one.
-a machine gun, a bazooka, and a grenade
... a not-for-profit organization (usually)
-a machine gun, a bazooka, and a grenade
... a not-for-profit organization (usually)