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New Lua Function: GetArchetypeName
Posted: Thu Jul 18, 2013 9:23 pm
by thefoof
This function returns the string value of a spawn's archetype. Example, if this function is used for a spawn with the adventure class "Defiler", GetArchetypeName() will return the string value "Priest".
Syntax:
GetArchetypeName(Spawn) where Spawn is a spawn pointer.
Wiki:
GetArchetypeName()
Re: New Lua Function: GetArchetypeName
Posted: Fri Jul 19, 2013 10:39 am
by John Adams
Cool. Are these being added to the Wiki too (al la Jabantiz style)? I don't want that to get any more outdated than it already is... when adding functionality.
Thanks.
Re: New Lua Function: GetArchetypeName
Posted: Fri Jul 19, 2013 2:05 pm
by thefoof
Yeah it's up there now.
Re: New Lua Function: GetArchetypeName
Posted: Fri Jul 19, 2013 2:58 pm
by Jabantiz
Great job on this lua function, even added the error logs that I usually forget and have to go back and add in later. Just 2 minor issues that are more for error catching.
First is the lua_interface pointer needs to be checked first thing.
This will just prevent a server crash in the rare event that it is null.
The second is there is there is a slight chance adv_class could equal 0 skipping the if and resulting in no return value, as the function needs an int return value you just need to add
at the end. This would only be an issue on custom servers that have use the commoner class, also it will produce a warning when you compile
warning C4715: 'EQ2Emu_lua_GetArchetypeName' : not all control paths return a value
Still great job on this function.
Re: New Lua Function: GetArchetypeName
Posted: Fri Jul 19, 2013 3:10 pm
by thefoof
Okay thanks for looking it over jab

, only reason I knew to set the error log was because the function right above it had one

monkey see monkey do. I'll make that change now.
Re: New Lua Function: GetArchetypeName
Posted: Fri Jul 19, 2013 3:50 pm
by John Adams
Woot. Excellent work. I feel some good C++ stuff coming our way
