Zcoretri wrote:What about spells that scale as you level? Or is that different than what you are asking here.
That might be something to add to the list, but getting the actual guts of the spell to scale will probably be a pretty big job. One thing I know we're going to have to do eventually in the future is add some kind of formatting for the spell effect descriptions (spell damage amount ect) and that's going to be an absolute nightmare
Notes about my commit just now:
Added: Support for triggers to spells
Added: UI Support for the maintained window elements (uses and damage remaining)
Fixed: a couple possible crashes/deadlocks
Added: LUA function CopySpawnAppearance
Fixed: Spell effects will now correctly be removed from a dead spawn
Added: New proc types (damaged = 15, damaged_melee = 16, damaged_magic = 16)
Here's the syntax/usage for the 4 LUA functions I added:
SetSpellTriggerCount(int16 new_triggercount, [int8] cancel_after_triggers) - First param is self explanatory, it's how many triggers you want to assign to a spell. The second param is a bool, if set to 1 the spell will cancel after all triggers are used. - This must be used in a spell script.
GetSpellTriggerCount() - This returns the current trigger count of the spell. - This must be used in a spell script.
RemoveTriggerFromSpell([int8] remove_amount) - The only param here is just how many triggers you want to remove from this spell, defaults to 1 if not set. - This must be used in a spell script.
CopySpawnAppearance(Spawn* first_spawn, Spawn* second_spawn) - This function will copy the appearance from one spawn to another (model type, colors, appearance gear ect). First param is the spawn you want to copy the appearance to, second param is the spawn you want to copy.