[DiscordArchive] That's because one spell effect should be delayed, right ?
[DiscordArchive] That's because one spell effect should be delayed, right ?
Archived author: jackpoz • Posted: 2024-02-13T06:37:45.304000+00:00
Original source
That's because one spell effect should be delayed, right ?
Archived author: jackpoz • Posted: 2024-02-13T06:38:19.619000+00:00
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Sounds possible to identify in which conditions a spell effect should be delayed
Archived author: Telegrill • Posted: 2024-02-13T06:38:29.625000+00:00
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I still don't know why we have Amplitude and Periodic
Archived author: jackpoz • Posted: 2024-02-13T06:38:57.732000+00:00
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And handle those cases by passing all the information to a DelayedSpellEffectHandler
Archived author: Telegrill • Posted: 2024-02-13T06:38:57.785000+00:00
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I asked Shauren once but either he wouldn't answer because he didn't know the exact difference or it was too difficult for me to understand at the moment
Archived author: ModoX • Posted: 2024-02-13T06:39:33.602000+00:00
Original source
Its not about delaying a spell effect, its about doing scripted actions after movement for players and units. Currently we can only do it for units in UnitAI derivates due to hardcoded pointid EVENT_JUMP <@228947336800370689>
Archived author: jackpoz • Posted: 2024-02-13T06:39:34.703000+00:00
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If you refactor the speleffect handler, it gets easier to call the same in both cases
Archived author: ModoX • Posted: 2024-02-13T06:39:53.163000+00:00
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Spelleffect starts the movement
Archived author: jackpoz • Posted: 2024-02-13T06:39:53.444000+00:00
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That's math
Archived author: Telegrill • Posted: 2024-02-13T06:39:56.072000+00:00
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I still think that we should be passing the spell's spellId as point