LUA:Spells
- Last edited 9 years ago by I need to Update My Profile
LUA - Spell Scripts
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The LUA Scripting System: Spells
Describe purpose, examples, our chosen folder structure for script storage.
Spells are controlled by (mainly) 3 tables: spell_tiers, spells and spell_classes and can be used to create all manner of spells.
It would be wise to have a read over Spells
There are 3 main functions in a spell: cast, remove and tick. You should get familiar with these and how they are used.
function cast(Caster, Target, DamageType, Damage)
end
function remove(Caster, Target)
end
function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal)
SpellDamage(Target, 6, 30)
end
Examples
HP Buff
--main process function function cast(Caster, Target, DamageType, Damage) SetMaxHP(Target, (GetMaxHP(Target) + 50)) end function tick(Caster, Target, DDType, MinDDVal, MaxDDVal, EffectType, MinEffectVal, MaxEffectVal) end function remove(Caster, Target) SetMaxHP(Target, (GetMaxHP(Target) - 50)) end
Heal
--main process function function cast(Caster, Target, DamageType, Damage) -- syntax for SpellDamage is Target, DamageType, and Damage --SpellDamage(Target, DamageType, Damage) ModifyHP(Caster, 20) end function remove(Caster, Target) end
Runspeed
function cast(Caster, Target, DamageType, Damage)
SetSpeed(Player, 100)
end
function remove(Caster, Target)
SetSpeed(Player, 1)
end
Precast
This function will be called when you try to cast a spell, it is unique as it requires it to return a true or false. You can do special checks here to see if you can cast the spell, this is in addition to normal checks the server core does, returning true means you can cast the spell, false mean you can't. In addition you can return an error code id (defined in spells.h) to display why the spell failed to cast.
Flanking
function precast(Caster, Target)
return IsFlanking(Target, Caster)
end
Not on epic, as well as a custom error code
function precast(Caster, Target)
return (not IsEpic(Target)), 43
end