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§spells_new schema

Field Name Field Description Field Type Field Default Value
id The spell description is contained in the dbstr_us.txt file in the EverQuest client.
The first "column" corresponds to this id. The actual verbiage shown in-game corresponds to the 2nd "column" where it is 6.
For example, "13^6^Completely heals your target of all wounds up to 7500 hit points." corresponds to Complete Healing, which is Spell ID 13.
int(11) PRI 0
name The spell's name. varchar(64)  
player_1   varchar(64) BLUE_TRAIL
teleport_zone The zone you're teleporting to or the npc_types name of the NPC you want to spawn. varchar(64)  
you_cast The message sent to others when you cast the spell. varchar(120)  
other_casts The message seen when someone around you casts the spell. varchar(120)  
cast_on_you The message received when the spell is cast on you. varchar(120)  
cast_on_other The message recieved when the spell is cast on another. varchar(120)  
spell_fades The message recieved when the spell fades. varchar(120)  
range The range of the spell. int(11) 100
aoerange The range of the spell's area of effect if it is an area of effect spell. int(11) 0
pushback The push back on the spell. int(11) 0
pushup The push up on the spell. int(11) 0
cast_time Time, in milliseconds, it takes for the spell to cast. int(11) 0
recovery_time The time it takes in between casts of the spell for the spell to recover. int(11) 0
recast_time The recast time. int(11) 0
buffdurationformula The formula used to calculate the duration of the spell. int(11) 7
buffduration The duration of spell without the buff duration formula added in. int(11) 65
AEDuration The duration of the area of effect. int(11) 0
mana Amount of mana required to cast the spell. int(11) 0
effect_base_value1 The amount or specific that is used for the effect id. int(11) 100
effect_base_value2 The amount or specific that is used for the effect id. int(11) 0
effect_base_value3 The amount or specific that is used for the effect id. int(11) 0
effect_base_value4 The amount or specific that is used for the effect id. int(11) 0
effect_base_value5 The amount or specific that is used for the effect id. int(11) 0
effect_base_value6 The amount or specific that is used for the effect id. int(11) 0
effect_base_value7 The amount or specific that is used for the effect id. int(11) 0
effect_base_value8 The amount or specific that is used for the effect id. int(11) 0
effect_base_value9 The amount or specific that is used for the effect id. int(11) 0
effect_base_value10 The amount or specific that is used for the effect id. int(11) 0
effect_base_value11 The amount or specific that is used for the effect id. int(11) 0
effect_base_value12 The amount or specific that is used for the effect id. int(11) 0
effect_limit_value1 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value2 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value3 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value4 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value5 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value6 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value7 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value8 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value9 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value10 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value11 The maximum amount that is used for the effect id. int(11) 0
effect_limit_value12 The maximum amount that is used for the effect id. int(11) 0
max1 The maximum effect base value. int(11) 0
max2 The maximum effect base value. int(11) 0
max3 The maximum effect base value. int(11) 0
max4 The maximum effect base value. int(11) 0
max5 The maximum effect base value. int(11) 0
max6 The maximum effect base value. int(11) 0
max7 The maximum effect base value. int(11) 0
max8 The maximum effect base value. int(11) 0
max9 The maximum effect base value. int(11) 0
max10 The maximum effect base value. int(11) 0
max11 The maximum effect base value. int(11) 0
max12 The maximum effect base value. int(11) 0
icon The icon ID used for spell gems. Uses new_icon now. int(11) 0
memicon The old icon ID used for spell gems. Uses new_icon now. int(11) 0
components1 The reagents necessary for the spell. int(11) -1
components2 The reagents necessary for the spell. int(11) -1
components3 The reagents necessary for the spell. int(11) -1
components4 The reagents necessary for the spell. int(11) -1
component_counts1 The amount of reagents used. int(11) 1
component_counts2 The amount of reagents used. int(11) 1
component_counts3 The amount of reagents used. int(11) 1
component_counts4 The amount of reagents used. int(11) 1
NoexpendReagent1 If it is a number between 1-4 it means component number 1-4 is a focus and not to expend it.
If it is a valid item ID it means this item is a focus as well.
int(11) -1
NoexpendReagent2 If it is a number between 1-4 it means component number 1-4 is a focus and not to expend it.
If it is a valid item ID it means this item is a focus as well.
int(11) -1
NoexpendReagent3 If it is a number between 1-4 it means component number 1-4 is a focus and not to expend it.
If it is a valid item ID it means this item is a focus as well.
int(11) -1
NoexpendReagent4 If it is a number between 1-4 it means component number 1-4 is a focus and not to expend it.
If it is a valid item ID it means this item is a focus as well.
int(11) -1
formula1

The formula used to determine the way the effect base value scales.

int(11) 100
formula2

The formula used to determine the way the effect base value scales.

int(11) 100
formula3

The formula used to determine the way the effect base value scales.

int(11) 100
formula4

The formula used to determine the way the effect base value scales.

int(11) 100
formula5

The formula used to determine the way the effect base value scales.

int(11) 100
formula6

The formula used to determine the way the effect base value scales.

int(11) 100
formula7

The formula used to determine the way the effect base value scales.

int(11) 100
formula8

The formula used to determine the way the effect base value scales.

int(11) 100
formula9

The formula used to determine the way the effect base value scales.

int(11) 100
formula10

The formula used to determine the way the effect base value scales.

int(11) 100
formula11

The formula used to determine the way the effect base value scales.

int(11) 100
formula12

The formula used to determine the way the effect base value scales.

int(11) 100
LightType

 

int(11) 0
goodEffect Determines whether the spell is beneficial or detrimental.
  • 0 = Detrimental,
  • 1 = Beneficial,
  • 2 = Beneficial, Group Only
int(11) 0
Activated   int(11) 0
resisttype Resist Types int(11) 0
effectid1 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid2 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid3 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid4 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid5 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid6 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid7 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid8 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid9 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid10 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid11 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
effectid12 Determines what type of effect the effect id has. See Spell Effect IDs int(11) 254
targettype The target type of the spell.  Target Types int(11) 2
basediff Base difficulty fizzle adjustment. int(11) 0
skill Determines the skill used to cast the spell. See Skills int(11) 98
zonetype

Determines the zone type necessary to cast the spell. 

  • -1 None
  • 0 Indoor
  • 1 Outdoor
  • 2 Dungeon
  • 255 Any
int(11) -1
EnvironmentType

Determines the environment type necessary to cast the spell.

  • 0 = Everywhere
    12 = Cities
    24 = Planes
int(11) 0
TimeOfDay Determines the time of day necessary to cast the spell.
  • 0 = Any,
    1 = Day Time
    2 = Night Time
int(11) 0
classes1 Defines what level each class can use the spell. See Classes int(11) 255
classes2 Defines what level each class can use the spell. See Classes int(11) 255
classes3 Defines what level each class can use the spell. See Classes int(11) 255
classes4 Defines what level each class can use the spell. See Classes int(11) 255
classes5 Defines what level each class can use the spell. See Classes int(11) 255
classes6 Defines what level each class can use the spell. See Classes int(11) 255
classes7 Defines what level each class can use the spell. See Classes int(11) 255
classes8 Defines what level each class can use the spell. See Classes int(11) 255
classes9 Defines what level each class can use the spell. See Classes int(11) 255
classes10 Defines what level each class can use the spell. See Classes int(11) 255
classes11 Defines what level each class can use the spell. See Classes int(11) 255
classes12 Defines what level each class can use the spell. See Classes int(11) 255
classes13 Defines what level each class can use the spell. See Classes int(11) 255
classes14 Defines what level each class can use the spell. See Classes int(11) 255
classes15 Defines what level each class can use the spell. See Classes int(11) 255
classes16 Defines what level each class can use the spell. See Classes int(11) 255
CastingAnim The casting animation. See [[Animation Reference (DoAnim) int(11) 44
TargetAnim The target animation. int(11) 13
TravelType Determines the travel type of the spell. int(11) 0
SpellAffectIndex   int(11) -1
field124   int(11) 0
field125   int(11) 0
deities1 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities2 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities3 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities4 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities5 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities6 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities7 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities8 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities9 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities10 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities11 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities12 The same as the deity list, except none for agnostic. Deity List int(12) 0
deities13 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities14 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities15 The same as the deity list, except none for agnostic. Deity List int(11) 0
deities16 The same as the deity list, except none for agnostic. Deity List int(11) 0
field142   int(11) 100
field143   int(11) 0
new_icon The spell's icon. int(11) 161
spellanim The spell animation. int(11) 0
uninterruptable Whether or not the spell can be interrupted.
  • 0 = Interruptable
    1 = Uninterruptable
int(11) 0
ResistDiff The resist difference by default. int(11) -150
dot_stacking_exempt Whether or not the damage over time can stack. int(11) 0
deleteable

Whether or not the spell is deletable.

  • 0 = Not Deletable
    1 = Deletable
int(11) 0
RecourseLink The proc on a spell. int(11) 0
field151   int(11) 0
field152   int(11) 0
field153   int(11) 0
short_buff_box
  • 0 = No
    1 = Yes
int(11) -1
descnum See the type column in dbstr_us.txt int(11) 0
typedescnum The typedescnum value is used client side.
It corresponds to a value in the client dbstr_us.txt file which is used for categorizing spells in the menu which appears when the user right-click the spell bar.
This value is also used in conjunction with effectdescnum.
See the type column in dbstr_us.txt
int(11)  
effectdescnum See the type column in dbstr_us.txt int(11)  
field158   int(11)  
field159   int(11) 0
field160   int(11) 0
field161   int(11) 0
bonushate   int(11) 0
field163   int(11) 100
field164   int(11) -150
field165   int(11) 0
EndurCost Endurance used to cast the spell. int(11) 0
EndurTimerIndex The time in between endurance costs. int(11) 0
field168   int(11) 0
field169   int(11) 0
field170   int(11) 0
field171   int(11) 0
field172   int(11) 0
HateAdded The amount of hate added by the spell. int(11) 0
EndurUpkeep The endurance up keep for the spell. int(11) 0
field175 Numhit_Types Deterimes what behavior ticks down the numhits counter. int(11)  
numhits Counter that ticks down when a specified condition is met. int(11) 0
pvpresistbase The resist base in player versus player. int(11) -150
pvpresistcalc The calculation for resistances in player versus player. int(11) 100
pvpresistcap The maximum resists for player versus player. int(11) -150
spell_category The spell's category. Spell Categories int(11) -99
field181   int(11) 7
field182   int(11) 65
field183   int(11) 0
field184   int(11) 0
can_mgb Determines whether or not the spell can be used as a mass group buff.
  • 0 = No
    1 = Yes
int(11) 0
nodispell Determines whether or not the spell can be dispelled.
  • 0 = Can be dispelled.
    1 = Can be cancelled with a cure, but not dispelled.
int(11) -1
npc_category npc_category
  • 0 = Non NPC Spell,
    1 = Area of Effect Detrimental,
    2 = Single Target Detrimental,
    3 = Buffs,
    4 = Pet Spells,
    5 = Healing Spells,
    6 = Gate or last cast,
    7 = Debuffs,
    8 = Dispells
int(11) 0
npc_usefulness Used in conjunction with npc_category. The higher the number, the more useful, the lower the number, the less useful. int(11) 0
field189   int(11) 0
field190   int(11) 0
field191   int(11) 0
field192   int(11) 0
nimbuseffect   int(11) 0
field194   int(11) 0
field195   int(11) 0
field196   int(11) 0
field197   int(11) 0
field198   int(11) 0
field199   int(11) 1
field200   int(11) 0
field201   int(11) 0
field202   int(11) 0
field203   int(11) 0
field204   int(11) 0
field205   int(11) 0
field206   int(11) -1
spellgroup The spell's group. See Spell Groups int(11) 0
field208   int(11) 0
field209   int(11) 0
field210   int(11) 1
field211   int(11) 0
allowrest   int(11) 0
field213   int(11) 1
field214   int(11) 1

§spells_new

Used With
  • NPC's
  • Clients
  • All kinds of stuff
Loaded When ?
Loaded From ?
Related Commands