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!
Any way to grab current movement speed?
Débuté par
SuperD-710
, janv. 27 2010 11:32
#1
Posté 27 janvier 2010 - 11:32
#2
Posté 28 janvier 2010 - 02:56
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.
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
Posté 28 janvier 2010 - 06:52
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
Posté 28 janvier 2010 - 09:06
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.
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
Posté 28 janvier 2010 - 10:48
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
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
Posté 28 janvier 2010 - 11:45
BLOOD_THIRST_MOVEMENT_SPEED_MODIFIER = 1.2f;
#7
Posté 29 janvier 2010 - 01:15
Thanks a lot





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