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Spells don't hurt
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RanXerox
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Posts: 550
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Joined: Dec 2010
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Post: #2
RE: Spells don't hurt
When you "went through all the revisions", did you fail to also read them? ;-)

Quote:25-07-2012, ShiryuX
- Added: SPELLFLAG_TARG_DEAD so you can create spells for dead people.
- Added: SPELLFLAG_DAMAGE for damage spells, along with HARM effect.
You can override the Damage Type under @(Spell)Effect with LOCAL.DamageType.
- Added: MAGICF_NOANIM so you can disable animation/direction update of the character in every spell.
- Modified: SPELLFLAG_SCRIPTED changes behavoir and allows to mixed with other flags.
- Modified: SPELLFLAG_FX_BOLT will totally work now. EFFECT_ID can be overrided with LOCAL.CreateObject1.
- Modified: SPELLFLAG_AREA can be used and altered. If no specified radius, default is 4.
The effect of course, if it's a custom spell, must be scripted.
- Modified: Spell Summon Creature can be overrided with LOCAL.CreateObject1.
- Modified: Limit for ANIM function, so you can play the new Gargoyle Anims now.
- Fixed: Can modify Flamestrike EFFECT_ID now.
- Fixed: WOPPlayer to 0 overrided the EquippedCast check and players could cast while equipped.
(This post was last modified: 12-18-2012 06:30 AM by RanXerox.)
12-18-2012 06:30 AM
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Messages In This Thread
Spells don't hurt - Oxtar - 12-18-2012, 06:20 AM
RE: Spells don't hurt - RanXerox - 12-18-2012 06:30 AM
RE: Spells don't hurt - Oxtar - 12-18-2012, 06:34 AM
RE: Spells don't hurt - Onirim - 01-01-2013, 02:32 AM
RE: Spells don't hurt - Jaguar - 01-01-2013, 01:15 PM

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