We could fix so many spells with Lua scripts that way.
Just disable them through DB and then script it with Lua.
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.
It's never going to happen, so pointless thread.
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".
Question: Do you know how to?
Death to all but Metal.
And how would you propose to fix spells?
... Is not a spell fix : /Code:function Fireball(pSpell, pTarget) pSpell:CastSpellOnTarget(FIREBALL, pTarget) end RegisterSpellEvent(3543, "Fireball")
No.
For example mages Mirror Image spell.
That could be fixed with Lua if it were spell compatible.
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.
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.
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.
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?
Fixing a spell, and scripting a teleporter are completely different things.It's like saying "If you can create a teleporter in c++ why make it possible with Lua ?"
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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.
Making a teleporter and making a boss fight are 2 completely different things but both of those make Lua scripting great.
I live in a shoe
No. C++ is direct way. Lua is made through a C++ system. How is fixing spells with Lua logical?