Overused spell icon.

Here is a crude attempt to make an Icon with ID list based off of the 7 image files the icons are split into. This is as of the Steam Everquest FTP client.

O7nA2jJ.png
 
The gems in 2.5 are indeed quite different, but to me this seems a good exercise for the folks who won't be in beta. How it will impact the actual 2.5 icons I haven't looked at, but it seems we've got a LOT more flexibility in the client.
 
Is it 171 or so and after that we dont have in current client? As far as I can tell from looking up spells with allakhazam sp? those numbers should be accurate. Anyone able to confirm?
 
I'd have to look, honestly I'm ultra slammed right now trying to get 2.5 ready, but I really want to at least get a few of these done for now. I'll probably revisit things again once we get 2.5 into full beta.
 
while its a cool icon... it seems super common in the game covering a wide range of spells... so since just plain whining about it didnt get me anywhere here is a visual aid i threw together to encourage this 5 min change!

s7yi.jpg



bitter cold suppose to be 59... its cooler icon... frosty reaper thing....

this still on the deck to get in?

they appear to still be unchanged
 
so i did all the classes, should i post it here or in a new thread?

alright i changed a bunch of spell lines. most of the changes were to necros... please check it out and give me feed back. i know change is scary and hard but think about the children. i didnt find anything for paladins. would love pally feed back.

http://www.mediafire.com/download/ku1529pzkzo90au/spells_us.rar

just in pack the file and copy paste it into your everquest directory. you should back up your old spell_us.txt, but if u haven't touched it b4 you can just delete it if you don't like mine. the patcher will make sure you have it.

 
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recent change to spell_us.txt via the sod patcher was a change to launch meat, using my custom spell file wont change anything really.
 
the problem with using a spell file a player provided you could have changed some obscure buff to benefit you in un heard of ways, so they won't do it and checking every single buff in the file for changes would suuuuck. Good effort tho. The devs will have to change them on there own time or you'll have to be put on staff.
 
the problem with using a spell file a player provided you could have changed some obscure buff to benefit you in un heard of ways, so they won't do it and checking every single buff in the file for changes would suuuuck. Good effort tho. The devs will have to change them on there own time or you'll have to be put on staff.

Does that mean one could alter a self buff, say "Warder's Protection" for example, to provide an extra +500 ac or something? Surely there are measures in place to combat such scandalous behaviour
 
i changed some 70 something icons or soemthing. using winmerge you could compare the spell_us.txt with the current version in 20 mins...
 
Does that mean one could alter a self buff, say "Warder's Protection" for example, to provide an extra +500 ac or something? Surely there are measures in place to combat such scandalous behaviour

You'd see it on your client but the server wouldn't see it, when you boot up a server it reads the same spell file you use and they need to agree, but you could add things like ultravision run speed ect, however that would be the same as using macroquest and is super super illegal and detectable so don't do it.
 
Honestly, I've ignored this because mine aren't default since I use Ikaa's UI. So if you're messing with spells_us.txt, then it's going to be overridden every time they do a change. Simpler to just change it in your UI.
 
Simpler? Probably, but having a file you have to re-unpack periodically just adds to the SoD experience. If you remove all the busy work there really isn't much of a game left here.

Great work Tierilo. I cannot wait to see how Draeos's paranoid delusions get you in trouble for doing one of the best player projects in recent, or long term, memory.
 
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