What if Lua would work with spells aswell ? menu

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  1. #1
    Wheeze201's Avatar Active Member
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    What if Lua would work with spells aswell ?

    We could fix so many spells with Lua scripts that way.

    Just disable them through DB and then script it with Lua.
    Last edited by Wheeze201; 08-14-2009 at 01:16 PM.

    What if Lua would work with spells aswell ?
  2. #2
    The-Eradicator's Avatar Contributor

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    It's never going to happen, so pointless thread.

  3. #3
    Wheeze201's Avatar Active Member
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    Eradicator.. sometimes people would just like to CHAT.

    And this subject i find interesting. Lua could fix ALOT of the bugged spells


    Oh and it's "such a pointless Thread" not "so pointless thread".

  4. #4
    alj03's Avatar Contributor
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    Question: Do you know how to?
    Death to all but Metal.

  5. #5
    Gastricpenguin's Avatar Legendary
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    And how would you propose to fix spells?

    Code:
    function Fireball(pSpell, pTarget)
        pSpell:CastSpellOnTarget(FIREBALL, pTarget)
    end
    RegisterSpellEvent(3543, "Fireball")
    ... Is not a spell fix : /

  6. #6
    Wheeze201's Avatar Active Member
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    No.

    For example mages Mirror Image spell.
    That could be fixed with Lua if it were spell compatible.

  7. #7
    2dgreengiant's Avatar ★ Elder ★


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    Easier to do it in the core tbh.
    If you need me you have my skype, if you don't have my skype then you don't need me.

  8. #8
    Gastricpenguin's Avatar Legendary
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    Originally Posted by Wheeze201 View Post
    No.

    For example mages Mirror Image spell.
    That could be fixed with Lua if it were spell compatible.

    You do realize that you have to actually code the lua functionality in C++ first, right? So why on earth would you fix a spell in lua, when the coding behind it was done in C++... in the core...
    ?

    If we can't fix a spell in C++, how are we going to write functions to fix it in lua?
    Last edited by Gastricpenguin; 08-15-2009 at 08:51 AM.

  9. #9
    Wheeze201's Avatar Active Member
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    Well if Lua has the basic commands to fix mirror image for example then why haven't core devs not fixed it with the Core ?

    It's like saying "If you can create a teleporter in c++ why make it possible with Lua ?"

    So if you could register events to a spell then it would also open up custom spells. Maybe not very good looking ones but still.. Custom Spells.

  10. #10
    Gastricpenguin's Avatar Legendary
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    The only way to 'make' a custom spells is by adding rows into Spell.DBC. I'd like to see your lua script do that. Also, what basic functions are you even talking about?

  11. #11
    Sounddead's Avatar Contributor
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    It's like saying "If you can create a teleporter in c++ why make it possible with Lua ?"
    Fixing a spell, and scripting a teleporter are completely different things.

    I live in a shoe

  12. #12
    Wheeze201's Avatar Active Member
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    Originally Posted by Sounddead View Post
    Fixing a spell, and scripting a teleporter are completely different things.
    So ?


    Making a teleporter and making a boss fight are 2 completely different things but both of those make Lua scripting great.

  13. #13
    Wheeze201's Avatar Active Member
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    Originally Posted by Gastricpenguin View Post
    The only way to 'make' a custom spells is by adding rows into Spell.DBC. I'd like to see your lua script do that. Also, what basic functions are you even talking about?
    There are LOADS of empty spells and spells which are useless and dont work.

    If Lua could work with spells you could for example.

    When the spell gets used it will remove for example 50hp every 2 seconds from the target.

    That could easily be scripted in Lua.

  14. #14
    Sounddead's Avatar Contributor
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    Making a teleporter and making a boss fight are 2 completely different things but both of those make Lua scripting great.
    Well no, no they aren't. Both are scripting a NPC, item, or Gobject and thats about all we can do in Lua (generalizing a bit). Everything that you have access too when writing your Lua script is all hand coded in the lua engine, so why would we code the functions to fix spells, 2 times so that we can do it in lua instead of just fixing them in the core.

    I live in a shoe

  15. #15
    blukkiee's Avatar Active Member
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    No. C++ is direct way. Lua is made through a C++ system. How is fixing spells with Lua logical?

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