[DiscordArchive] That might not be the best example, but I recall there was a similar issue before. Yeah, ordering is
[DiscordArchive] That might not be the best example, but I recall there was a similar issue before. Yeah, ordering is
Archived author: Rochet2 • Posted: 2024-03-10T00:37:02.101000+00:00
Original source
That might not be the best example, but I recall there was a similar issue before. Yeah, ordering issue is a good way to put it. Where an event occurs, but during that event you may not be able to do certain things.
I think there was an issue with modifying a creature in some way right after spawning it. Maybe adding an aura to the creature upon spawn?
Archived author: Foe • Posted: 2024-03-10T00:37:26.605000+00:00
Original source
Yeah, you can't add auras to a creature on the same frame as the creature spawns
Archived author: Foe • Posted: 2024-03-10T00:37:58.945000+00:00
Original source
https://github.com/ElunaLuaEngine/Eluna/issues/441
Archived author: Foe • Posted: 2024-03-10T00:40:53.429000+00:00
Original source
A potential "fix" for this would be a way to register an event for the next update cycle
Archived author: Foe • Posted: 2024-03-10T00:41:10.214000+00:00
Original source
Not a timed event per se, but something that *will* be executed on the next cycle
Archived author: stoneharry • Posted: 2024-03-10T00:41:13.217000+00:00
Original source
There's also some common patterns that just result in a NOOP. Like trying to have a creature cast a spell on death. Same problem, need to set hp to 1, cast spell, then die properly next tick.
Archived author: stoneharry • Posted: 2024-03-10T00:41:30.775000+00:00
Original source
Some teleport mechanics already function like that afaik, they mark the location for next tick
Archived author: Foe • Posted: 2024-03-10T00:41:47.256000+00:00
Original source
Yeah, I think obj:RegisterDelayedEvent could be a solution
Archived author: Foe • Posted: 2024-03-10T00:42:04.841000+00:00
Original source
So people wouldn't have to hack around with timed events