Turbine.Gameplay.EffectCategor y missing Tactical?
Ok, first off I play creep, so yes my character does get hit by effects which are tactical (according to the tooltip at least). EffectCategory has categories for Physical, Song and Cry. The creep wound, disease and poison pots clear debuffs of these types respectively. Similarly, the creep fear pot also cures tactical effects.
I've checked, and when I am hit by tactical effects, the Category is given as 256 which as best I can guess is probably a fall-through.
Any chance of getting this fixed up?
If you do not even try to communicate using clear and concise English, I will ignore you.
Re: Turbine.Gameplay.EffectCategor y missing Tactical?
Code:
/eval for k, v in pairs(Turbine.Gameplay.EffectCategory) do Turbine.Shell.WriteLine(k .. ": " .. v); end;
Corruption: 1024
Physical: 4
Elemental: 512
Poison: 128
Dispellable: 1226
Wound: 8
Disease: 2
Fear: 64
Cry: 16
Song: 32
Undefined: 0
It looks like they're actually bit vectors/powers of two, so the 256 is probably actually the Tactical effect category, and not a fall through. I'd just stick a Turbine.Gameplay.EffectCategor y.Tactical = 256; in some general library and use that until they get around to adding it in.
Interestingly enough, that means Dispellable is the OR of Corruption, Disease, Wound, Fear, and Poison.
Looks like I may need to look up the Lua bit operators.
Re: Turbine.Gameplay.EffectCategor y missing Tactical?
What you say make sense, especially considering that a fall through would be 255, not 256. 256 as a fall through makes little sense to me, now that I'm actually awake to ponder such things.
If you do not even try to communicate using clear and concise English, I will ignore you.