I believe the actual eq2 client only uses around maybe 300,000 - 500,000 K, I could be wrong, anyone else placed at about 800 mbs of ram usage?805,566 K and around 60 CPU
-- Clive
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I believe the actual eq2 client only uses around maybe 300,000 - 500,000 K, I could be wrong, anyone else placed at about 800 mbs of ram usage?805,566 K and around 60 CPU
No. One script can and should be able to handle a type of spell. So a Taunt.lua file should be able to able every taunt spell in the game unless there's a bunch of extra stuff (which could be handeled using if statements and adding the extra stuff based on what spell it is).CliveEvenstar wrote:And 5,000+ doesn't seem *so* bad.... Considering you would still have to write 5,000+ lua scripts for each ability right?
ExactlyCliveEvenstar wrote:Ah so basically taunt.lua could handle taunt plus all the upgrades to it with if statement checks. That would seem to make things easier.
Yep, Zcoretri is doing a lot of the spell stuff. We just got a lot more support for spells (server side) this past week so the spells will start pouring in eventually.CliveEvenstar wrote:Question regarding skills atm, are you guys trying to figure out what the correct animations are for skill uses? I know I've tried each skill and so far the only one that looks correct is pathfinding.
How did you try each skill? or you mean spell/ca? In either case, spells/ca's are not 100% done.CliveEvenstar wrote:Ah so basically taunt.lua could handle taunt plus all the upgrades to it with if statement checks. That would seem to make things easier. Question regarding skills atm, are you guys trying to figure out what the correct animations are for skill uses? I know I've tried each skill and so far the only one that looks correct is pathfinding.
Code: Select all
if ability->skill("taunt")
do this
else if ability->skill("taunt_adept")
do this
else if ability->skill("taunt_master")
do this
Code: Select all
function cast(Caster, Target, MinTaunt, MaxTaunt)
-- Taunt component
if MaxTaunt ~= nil and MinTaunt < MaxTaunt then
hateAmount = math.random(MinTaunt, MaxTaunt)
AddHate(Caster, Target, hateAmount)
else
AddHate(Caster, Target, MinTaunt)
end
endCode: Select all
function cast(Caster, Target, SpellName, Damage)
if SpellName == "Taunt" then
-- taunt only
elseif SpellName == "Taunt and Damage" then
-- taunt
-- spell damage
end
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