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Charcter Development Getting starting fixing character spells.

#1 User is offline   Emperor K 

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Posted 01 February 2010 - 11:06 AM

I see that there are specific cpp files for each of the classes in the latest trunk ive compiled. There seems to several spells that are not working correctly. Further investigation of these char files ive noticed that not all spells are actually in them, but then there are still many spells which work in game.

1 - Is it the intent to store all of the spells for each class in these files some day?

2 - Are there just "generic" spells for most classes, if so where are these located?

3 - If one where to try messing around with these class files how do i get rid of the generic code that they are currently using?

For instance, there is some code in the paladin.cpp that seems to control seal of rightouness. This spell does not work correctly. If i was to go and try and fix this would i only need to change code in paladin.cpp or is it realy handled some place else?

Sorry if this is some what confusing
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#2 User is offline   Hoffa 

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Posted 01 February 2010 - 12:46 PM

Basically you are wondering why not all 49174 spells are hardcoded in scripts? Simple: We don't need to and the reason for that is quite obvious.
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#3 User is offline   Emperor K 

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Posted 01 February 2010 - 01:25 PM

View PostHoffa, on 01 February 2010 - 12:46 PM, said:

Basically you are wondering why not all 49174 spells are hardcoded in scripts? Simple: We don't need to and the reason for that is quite obvious.


Ok thanks
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#4 User is offline   Doggie52 

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Posted 12 February 2010 - 05:57 AM

I think what Emperor is asking is some general information on how the spell structure looks. From what I know, if you write a patch for a certain spell, to apply it to a spell ingame you must register it and assign it to the spell itself. There are general actions that are scripted to work with most spells already, not all spells are hardcoded into the core, as Hoffa rather arrogantly mentioned. I am not a dev and can therefore not be more precise than this, however.

If you're interested in helping us out with fixing spells, my best advice to give you is to look through the code yourself and learn where things reside and how they work. You can always join our IRC channel, #arcemu on irc.emulationnetwork.com, if you need to ask specific questions!


Good luck :) !
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