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Implement Some Energy-related Stuff #1029
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…ume energy on burst cast.
// Try to fetch the avatar from the player's party and determine their element. | ||
// ToDo: Does this work in co-op? | ||
int avatarId = getCastingAvatarIdForElemBall(invoke.getEntityId()); | ||
Optional<EntityAvatar> avatarEntity = player.getTeamManager().getActiveTeam() |
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It is reccomended to use TeamManager::getCurrentAvatarEntity()
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But that only gives me the currently active avatar, doesn't it? The character generating the particle doesn't have to be active (think for example Zhongli's pillar generating a particle while he is off field).
Description
This PR implements and fixes some energy-related things. In particular:
server.game.game.gameOptions.energyUsage
settings inconfig.json
, which default tofalse
, preserving the current behavior of bursts always being full as the default.Known issues and energy stuff that is still missing (not necessarily an exhaustive list):
ClientAbilityInitFinishNotify
not having the correct number ofABILITY_ACTION_GENERATE_ELEM_BALL
entries. I don't know yet what is causing this to be the case for some, but not all, skills.Issues fixed by this PR
#994
Type of changes
Checklist: