Is the script "x0_i0_spells" still used?
I am looking at some of the functions in it and they appear that they need to be updated. "spellsIsFlying" for example could use some updating.
Is it worth updating the scripts so that all apearances are accounted for properly?
x0_i0_spells
Débuté par
henesua
, oct. 08 2011 05:43
#1
Posté 08 octobre 2011 - 05:43
#2
Posté 08 octobre 2011 - 06:02
I think I saw usage of spellsIsFlying in one script while I was reworking all of them, x0_i0_spells is include file used by each spellscript so if you make any change there it wont manifest until you recompile all spellscripts (or at least those using spellsIsFlying if thats only change).
I already moved some code from there into actual spellscripts in my project as I havent see any reason why have special function for each spell (like cubeDoParalyse, DoDirgeEffect, DoSpikeTrap etc.)
I already moved some code from there into actual spellscripts in my project as I havent see any reason why have special function for each spell (like cubeDoParalyse, DoDirgeEffect, DoSpikeTrap etc.)
#3
Posté 08 octobre 2011 - 06:08
ok thanks. so as long as I do a module build my changes should be incorporated right?
here are my changes with all fliers I could think of including those in Q.
here are my changes with all fliers I could think of including those in Q.
Modifié par henesua, 08 octobre 2011 - 06:09 .
#4
Posté 08 octobre 2011 - 06:39
no the module build wont recompile all default spellscripts but only those you re-saved and are present in module. You need either to locate all script using this function and then re-save them in order to get them into module and then make a module build or just recompile all spellscripts and include them in server override or hak. Since Im doing this process really often I extracted all spell/trap/feat/monster ability scripts and put them on vault. Look at it - http://nwvault.ign.c....Detail&id=1337
Modifié par ShaDoOoW, 08 octobre 2011 - 06:39 .





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