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*Resurrection - Almost done*(need to figure out how to get the rez animations to work right)
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If the animation is the same for all rez's and there is a visual_state for them you could try the delayed action statesthefoof wrote:NOTES: I haven't figured out how to get the spell visual to display correctly after the rez, I tried sending the packet again on rez but didn't work, if someone has any other ideas on this go for it
Can't answer for foof on why he did it the way he did but it would make sense to give a min of 1hp/power on rez if no value is given. Rezzing at 0hp may also cause issues in the server as we do a lot of checks to make sure hp is above 0John Adams wrote:For example, if we know people need at least 1hp/power when we rez, why not just ensure that is the minimum?
In a spell script only function Target is useless as that param is almost never used, we grab the target list from the spell itself, we only really need a Target param when we want to override the spells target list. Caster can also be pulled from the spell. If the function is to be used outside a spell script then Caster and Target will be needed.John Adams wrote:And why is (Caster, Target) seeming to slide all over the parameter list? Seen this elsewhere as well.
I haven't looked at foof's code but in my case for ProcDamage() I use that to override the spell text so when the proc goes off it will use the name you provided instead of the original spells nameJohn Adams wrote:And lastly, what's up with all this "heal_text" I see you and Jab doing lately? Are we parsing text inside functions to branch actions? Color me novice, but that doesn't seem horribly efficient or safe. Unless this is echoing something back somewhere, which I think Jab tried to explain to me before.
Just clarifying this point that yes the heal_text is just for the heal packet, alot of rezes (almost all) use subspells on live, so the actual heal portion has a different name. This is just an appearance thing for combat logging. Everything else jab said was correct as well.Jabantiz wrote:John Adams wrote:I haven't looked at foof's code but in my case for ProcDamage() I use that to override the spell text so when the proc goes off it will use the name you provided instead of the original spells nameJohn Adams wrote:And lastly, what's up with all this "heal_text" I see you and Jab doing lately? Are we parsing text inside functions to branch actions? Color me novice, but that doesn't seem horribly efficient or safe. Unless this is echoing something back somewhere, which I think Jab tried to explain to me before.
In wards when I want to kill the spell early, from ward depleting, I call this and it seems to remove everything (calls the lua remove function and clears the icons)thefoof wrote:removing the effect from caster and spellprocess still needs work
Code: Select all
GetZone()->GetSpellProcess()->DeleteCasterSpell(ward->Spell);That would work for spells with only 1 target, the issue is more with green aoes and things of that nature, it shouldn't be too hard to do I just wanted to get this code committed so I didn't bork anything upJabantiz wrote:In wards when I want to kill the spell early, from ward depleting, I call this and it seems to remove everything (calls the lua remove function and clears the icons)thefoof wrote:removing the effect from caster and spellprocess still needs workNote: ward->Spell is a LuaSpell*Code: Select all
GetZone()->GetSpellProcess()->DeleteCasterSpell(ward->Spell);
Is that what you are looking for?
Code: Select all
bool SpellProcess::DeleteCasterSpell(LuaSpell* spell){
bool ret = false;
if(spell) {
if (active_spells.count(spell) > 0)
active_spells.Remove(spell);
if (spell->caster) {
spell->caster->RemoveMaintainedSpell(spell->spell);
for (int32 i = 0; i < spell->targets.size(); i++) { <------ Removes spell from all targets
Jabantiz wrote:That actually uses the lua spells targets so it will remove from all targets of the spell
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