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Still numerous fails that fire the INSTANT a spell is cast, not after x amount of time like intended design.
one such example is
-- Lady Deathwhisper - Death and Decay if (spellId == 71001 or spellId == 72108 or spellId == 72109 or spellId == 72110) and is_playerevent then if self.LastEvent.Fail_Deathwhisper_DeathNDecay[destName] ~= nil then if (timestamp - self.LastEvent.Fail_Deathwhisper_DeathNDecay[destName]) > 4 then self:FailEvent("Fail_Deathwhisper_DeathNDecay", destName, self.FAIL_TYPE_NOTMOVING) end end self.LastEvent.Fail_Deathwhisper_DeathNDecay[destName] = timestamp return end
The very instant she throws death and decay down, veryone in it is failled instantly, not after 4 seconds of standing in it..My interpretation is the code is working fine, the way the fail is writen is wrong...All the code says to do is if timestamp >4 for last time event happened to fail person...so if it's second time she casts death and decay that fight, isn't it >4 so it'll fail everyone right away anyways since it was timestamped the last time she cast it at the end instead of beginning?
Wouldn't this be more sound?
-- Lady Deathwhisper - Death and Decay if (spellId == 71001 or spellId == 72108 or spellId == 72109 or spellId == 72110) and is_playerevent then if self.LastEvent.Fail_Deathwhisper_DeathNDecay[destName] ~= nil then self.LastEvent.Fail_Deathwhisper_DeathNDecay[destName] = timestamp if (timestamp - self.LastEvent.Fail_Deathwhisper_DeathNDecay[destName]) > 3 then self:FailEvent("Fail_Deathwhisper_DeathNDecay", destName, self.FAIL_TYPE_NOTMOVING) end end return end
a fail should not happen simply because she cast it on you twice in a fight so it'll just fail you instantly second time since you time stamp it a end of code first time event happened. Numerous fails have this flaw and need to be rewriten to be handled better.
or more writen like this
-- Racorscale Flame if (spellId == 64733 or spellId == 64704) and is_playerevent then if self.LastEvent.Fail_Racorscale_Flame[destName] == nil then self.LastEvent.Fail_Racorscale_Flame[destName] = 0 end self.LastEvent.Fail_Racorscale_Flame[destName] = self.LastEvent.Fail_Racorscale_Flame[destName] + 1 if self.LastEvent.Fail_Racorscale_Flame[destName] == 2 then self:FailEvent("Fail_Racorscale_Flame", destName, self.FAIL_TYPE_NOTMOVING) self.LastEvent.Fail_Racorscale_Flame[destName] = 0 end return end
Commited a fix i think will work best. Changing to waiting until i can run more tests on it or get feedback.
none of the logics work not sure why
so far the new checks seem to be working now. need to test more fights to be sure
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