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Old 02-12-2009, 06:23 PM   #136
FennyX
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DELETE YOUR OLD INSTALL!

The newest version of foofyspells uses 4-character filenames instead of 3. If you don't remove your old version, you'll have a truly massive set of files in the foofy folder. Somewhere around 52,000 ... for serious!

The reason for this change is because the 3-character filenames were being exhausted, I think it was getting up into the 'u' range, which only left about 5,000 more files before it would overflow.

Also the spell detail filenames shouldn't change from version to version anymore.

Last edited by FennyX : 02-12-2009 at 07:23 PM.
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Old 03-20-2009, 06:53 PM   #137
FennyX
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updated: Live 2009-03-10 19:49:35

http://rapidshare.com/files/211619066/foofyspells.zip

md5: 9FA47E9721FF21874724E3EB9C0F1576
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Old 03-21-2009, 02:37 PM   #138
MVG0614
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Hello, I downloaded the new foofyspells but for some reason.. its not showing up in my game. Am I doing something wrong?
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Old 03-21-2009, 03:13 PM   #139
Corean
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You need to tell what you did before any of us can tell you if you did anything wrong.
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Old 03-21-2009, 06:24 PM   #140
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I restarted eq and it is now working... Sorry bout that.
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Old 03-22-2009, 09:10 AM   #141
FennyX
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yeah, can't replace pages that are being displayed. closing the story window and reloading the UI before extracting the zipfile should work too.
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Old 03-24-2009, 05:02 PM   #142
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fenny whatup, i havent played on live for like 5 years and have no idea what this mod even does but i was looking for ui stuff that works with eqemulator and saw foofyspells. looks like lots of people like it, keep it up!
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Old 03-24-2009, 07:10 PM   #143
FennyX
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halflings~
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Old 04-01-2009, 08:21 PM   #144
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Default Understanding The Format

After Completing the Tradeskill DB, an idea popped, and that was to add a link to that DB to sync with the spell info here, so one could make the spell and or look up the detailed information on it.

However I havent quite figured out how the file structure is designed.
From at a glance it looks as if your using base20 for the numbering.

Any information would be nice, (I would prefer not to have to make an parser to open every file and regenerate a list if i can avoid it)
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Old 04-01-2009, 11:50 PM   #145
Corean
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You can add links to Foofy's Spell Lists. However, you'll have to change the link each time 'Foofy's Spell Lists' is updated. I use search/replace with a batch file to update little less than 300 links. The process takes about 30mins but most of it is spent searching through over 27000 files for new file names.

Here's the format:
Code:
<a href="file:///storyline/foofy/bjlk">Koadic's Endless Intellect</a>
Search for "Koadic's Endless Intellect" at lucy.allakhazam.com
>> http :// lucy.allakhazam.com/spell.html?id=2570&source=Live

Search for #2570: in \EverQuest\storyline\foofy\
>> bjlk

bjlk is the name of the file for 'Koadic's Endless Intellect.' Above link reflects that.
Here's how I implemented it: Morin's Notebook

Last edited by Corean : 04-02-2009 at 12:17 AM.
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Old 04-04-2009, 03:40 PM   #146
FennyX
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the file names for the individual spell pages no longer change from update to update so you should be able to link to them w/o issue.

there isn't really a formula i could give you to calculate them yourself, but you're right about it using a base20 system. the digits are 'bcdfghjklmnpqrstvwxz' -- basically it's the alphabet w/o vowels.

there isn't a correspondence between the spell id # and the file name though. the file names are generated from the spell's position in spdat. so like the first spell in spdat is bbbb the 2nd is bbbc, etc. the spell id #'s jump around some, like the first spell's id is actually 3, but it's file name is 0 or in my base20 alphabet, bbbb.

i'll see about making the spell id's something more deterministic. but the names are stable, and it's a recent change; can check the update history for when it went in.

Last edited by FennyX : 04-04-2009 at 03:50 PM.
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Old 04-04-2009, 08:12 PM   #147
Corean
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Quote:
the file names for the individual spell pages no longer change from update to update so you should be able to link to them w/o issue.
I stand corrected. I didn't realize what you meant by "stabilized spell detail filenames." That's a very good news!

Quote:
i'll see about making the spell id's something more deterministic.
Personally, I don't think that would be necessary since anybody who wants to link to your database only needs to search once per spell.
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Old 04-05-2009, 12:16 PM   #148
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Quote:
there isn't a correspondence between the spell id # and the file name though.

Thanks FennyX that, was what i was afraid of, lol it being generated on the fly but ty for clairifying that for me.

Quote:
The process takes about 30mins but most of it is spent searching through over 27000 files for new file names.

I do thank you for the imput Corean, but there are a couple things with the suggestion you offered that makes me cringe..
1. I didnt want to have to open the 27k files ever update... and with FennyX's input the indexlist i generated wont have to.. (just the first)
2. the idea of 30mins to rename files when the whole TS database takes aprox 5-7mins to compile and create is not going to happen.

With the index list now (it only took about 2 mins to create going through /sigh all files) just 1 file to deal with to recompile and generate links.
(just a list that identifies what file name bbbb-fwvb and the ingame Spell name)

But I thank you 2, now that know how the great Foofy DB is done peeps can refrence this puppy when deciding what spells they want to create.
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Old 04-05-2009, 08:45 PM   #149
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Please disregard first of my two posts above. It no longer applies because there is no more need to search the database after every update.

Now I no longer need to update my storyline mod after every update to foofy's spell lists. Which means, the links will continue to work even after I stop updating my mod. And that's a big relief for me.
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Old 04-11-2009, 08:17 PM   #150
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updated: Live 2009-04-06 18:58:43

http://rapidshare.com/files/220268575/foofyspells.zip

md5: B54D58CE2D3CF4832B3F4AFC98FF5712
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