-
Notifications
You must be signed in to change notification settings - Fork 241
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adding built-in spells to casting items #1230
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
- I don't remember there being a separate windup other than the cast animation involving pointing the staff or wand.
- Not sure about this one; if the Spellcraft of the implement is used, that could have the possibility of limiting its usage range
- Yes, the mana of the implement should be used for casting the built-in spell
For what it's worth, here is how I remember things:
|
Updated PR to use mana from the wand/staff/orb for built-in spells For the windup/cast animations, to my current understanding of the spell data, this would perhaps come from the spell itself? IE, if a spell had a special cast motion, this would be determined by the talisman in the spell formula, and not necessarily on the casting item. Looking at some retail pcaps, I found some examples of players casting Priest's Curse, which I assume to be from the Imp Staff... it seemed like they were doing the regular windup/bolt cast animation there from the ones I found. Some videos here would really help match things up though. For the item spellcraft, that does indeed make a lot of sense, especially if the player doesn't have a particular magic school trained for the spell. I left a comment for that part, haven't implemented it quite yet, because I wanted to verify the wield requirements for the casting item were being checked first... ie. didn't want level 1 players able to wield some powerful casting item and instantly get level 300 attack skill for that spell =) |
Also guessing the built-in spells wouldn't check or consume any spell components? |
Definitely correct. Which is also dovetails into my reasoning why the caster doesn't need to have the magic school trained. None of the typical checks are performed when a spell is cast from a staff/wand/item |
# Conflicts: # Source/ACE.Server/Managers/EnchantmentManager.cs # Source/ACE.Server/WorldObjects/Player_Use.cs
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
However, if the caster implement has wield requirements, those should be check, and I believe are checked, before the person can wield the item. If after the Arcane Lore or specific skill requirement checks are passed to be able to either wield the item or activate it, I don't believe that the built-in spell makes any further checks.
Ok, I think a lot of these points should be accounted for now:
Open questions:
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I want to say that I don't ever remember built-in spells fizzling; however, I didn't use them all that much.
This starts to address #1225
This is not a full solution, but it does fix the crashing, and gets the spell to cast
Open questions: