Scatman wrote:do you think a few more LUA functions could be implemented?
~points~

While we're requesting LUAs... I am not sure if there is "stun" or "knockback" support in the code yet, but we'll need the ability to stun or knockback/down our targets in LUA unless this is going to be core functionality of the particular spell effect in the server...
I think we can fake "DoT" right now... using damageType, damageTotal, and duration (?) to loop and eat away at our foe. Ya think?
Edit: One more thing (hehe). We have an AddQuestStepLocation() LUA function, so when we come to an area we can receive a response from the server that we have "discovered" the area. However (and I haven't tried this yet myself) does this have to be an active "quest" for this to actually work? If so, do we have to make a hella gigantic quest script with every discovery location in the entire game and attach it to each player when they are created? Or how do you see this working? Maybe I should try it first.

Edit2: Actually, according to this function description:
AddQuestStepLocation(Quest, Step ID, Description, X, Y, Z, MaxVariation, TaskGroupText)
NOTE: MaxVariation is the distance the player can be from the location and still get credit
I think a quest has to be assigned, and steps in order (yes/no?) which would render this function for Discovery unusable. Maybe some tweaking is in order, or as usual, I do not fully understand the script params.