#305 persist spell effects / maintained effects cross zone

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opened 3 years ago by image · 4 comments
image commented 3 years ago

This needs to be done to fully support auto-consume through zones and also the fact that its just annoying to re-cast spells all the time

This needs to be done to fully support auto-consume through zones and also the fact that its just annoying to re-cast spells all the time
image referenced this issue from a commit 3 years ago
image commented 3 years ago
Collaborator

outstanding items:

  • need a targetting table, spells can have more than one target
  • need to flesh out what spells are specialized, like pets which need to track the previous 'name'. We also might need to track its individual stats.
outstanding items: - ~~need a targetting table, spells can have more than one target~~ - need to flesh out what spells are specialized, like pets which need to track the previous 'name'. We also might need to track its individual stats.
image referenced this issue from a commit 3 years ago
image commented 3 years ago
Collaborator

two new rules for customizing the spell persisting functionality beyond the current zone:

    RULE_INIT(R_Spells, EnableCrossZoneGroupBuffs, "0"); // enables/disables allowing cross zone group buffs
    RULE_INIT(R_Spells, EnableCrossZoneTargetBuffs, "0"); // enables/disables allowing cross zone target buffs

two more rules for spell state saving in DB:

	RULE_INIT(R_Spells, PlayerSpellSaveStateWaitInterval, "100"); // time in milliseconds we wait before performing a save when the spell save trigger is activated, allows additional actions to take place until the cap is hit
	RULE_INIT(R_Spells, PlayerSpellSaveStateCap, "1000"); // sets a maximum wait time before we queue a spell state save to the DB, given a lot can go on in a short period with players especially in combat, maybe good to have this at a higher interval.
two new rules for customizing the spell persisting functionality beyond the current zone: ``` RULE_INIT(R_Spells, EnableCrossZoneGroupBuffs, "0"); // enables/disables allowing cross zone group buffs RULE_INIT(R_Spells, EnableCrossZoneTargetBuffs, "0"); // enables/disables allowing cross zone target buffs ``` two more rules for spell state saving in DB: ``` RULE_INIT(R_Spells, PlayerSpellSaveStateWaitInterval, "100"); // time in milliseconds we wait before performing a save when the spell save trigger is activated, allows additional actions to take place until the cap is hit RULE_INIT(R_Spells, PlayerSpellSaveStateCap, "1000"); // sets a maximum wait time before we queue a spell state save to the DB, given a lot can go on in a short period with players especially in combat, maybe good to have this at a higher interval. ```
image commented 3 years ago
Collaborator

EnableCrossZoneGroupBuffs ON:

  • Group based buffs remain on players and pets despite caster/target zone

OFF:

  • Group based buffs will remove effects (right hand panel) from targets when outside range/zone of caster.
  • Caster will maintain effects (left panel) and RESTORES on target when in the same zone/area as the caster.

EnableCrossZoneTargetBuffs

ON:

  • Target based buffs (non-group) will stay on a target despite their respective zone to the caster.

OFF:

  • Target based buffs will be removed (effects right panel) when the target is in a different zone from the caster.
  • Maintained effects (left panel) on caster remains and RESTORES on target when in the same zone/area as the caster.
EnableCrossZoneGroupBuffs ON: - Group based buffs remain on players and pets despite caster/target zone OFF: - Group based buffs will remove effects (right hand panel) from targets when outside range/zone of caster. - Caster will maintain effects (left panel) and RESTORES on target when in the same zone/area as the caster. EnableCrossZoneTargetBuffs ON: - Target based buffs (non-group) will stay on a target despite their respective zone to the caster. OFF: - Target based buffs will be removed (effects right panel) when the target is in a different zone from the caster. - Maintained effects (left panel) on caster remains and RESTORES on target when in the same zone/area as the caster.
image commented 3 years ago
Collaborator

pet name should be tracked via the player profile I believe or at least some subset of the character since it can be set by the player. Will take that up as another issue #320

pet name should be tracked via the player profile I believe or at least some subset of the character since it can be set by the player. Will take that up as another issue #320
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