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Any way to grab current movement speed?


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6 réponses à ce sujet

#1
SuperD-710

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Since there is no movement speed modifier property and all movement speed related stuff/effects are handled completely in engine, is there any way to grab the current movement speed (modifier) of a creature? Thanks!

#2
Nattfodd

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I know that APR_base.xls has columns with Walking, Running and Combat speeds. But i guess these values are starting values and i don't know if you can dinamically modify these values to change speeds movements, using GetM2DA*() functions to get values.

However I don't know if exist functions to set M2DA's values that you gotten.

Modifié par Nattfodd, 28 janvier 2010 - 03:46 .


#3
SuperD-710

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Not talking about those. And you can dynamically modify movement speed with the modify movement speed effect. What I want to know is how to grab the CURRENT movement speed since it's not a property.

#4
Craig Graff

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Sadly, while we have SetEngineEffectFloat we don't have a GetEngineEffectFloat. In a self-contained module you can control and track that, but I'm unaware of a universal way.

Certainly you can check for the presence of EFFECT_TYPE_MOVEMENT_RATE or EFFECT_TYPE_MOVEMENT_RATE_DEBUFF and check the modifier values on the effects.

Modifié par Craig Graff, 28 janvier 2010 - 09:20 .


#5
SuperD-710

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I can grab the effect, but how to I check the modifier when the potency is the engine float? :|

I was just trying to figure out exactly how much faster Blood Thirst (from WK) make you. All log printing is out of the question since everything up to engine_applyeffectonobject is within the spellscript and I can't touch that :(

Modifié par SuperD-710, 28 janvier 2010 - 10:52 .


#6
Craig Graff

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BLOOD_THIRST_MOVEMENT_SPEED_MODIFIER = 1.2f;

#7
SuperD-710

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Thanks a lot :D