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Old 08-24-2003, 09:58 AM   #1 (permalink)
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Default Easy Way to Disable Blade Spirit & Energy Vortex?

I know Woverana has addressed this topic in 2 other threads, but I don't want to "clutter" those. I watched to see if it would be addressed, but that doesn't seem to be happening. I wonder if there's an easy way to "disable" these two spells? I just don't want to go in and comment out a couple area's and break mutlitple scripts...heh. If anyone can provide help I'd appreciate it.
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Old 08-24-2003, 06:11 PM   #2 (permalink)
 
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just go in the spells files and disable them ? not too sure how but I'd do sumthing like ...override .. OnBeginCast ... SendMessage "This spell has been disabled" and return false or whatever is needed to stop the casting.
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Old 08-24-2003, 06:20 PM   #3 (permalink)
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If you want to disable it, why don't you just delete the scripts?
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Old 08-24-2003, 06:39 PM   #4 (permalink)
 
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will crash server I guess ??
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Old 08-25-2003, 08:16 AM   #5 (permalink)
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I doubt it since some of the spells for Necromancy and some Paladin abilities are still not scripted and it doesn't crash the server, it just says, "This spell is disabled." or something of that sort, when trying to cast one of those spells.

*Edit* No, do not delete them. The spell initializer has defined EnergyVortex and Blade Spirits.
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Old 08-25-2003, 08:57 AM   #6 (permalink)
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Disabled the code under OnCast

If there is no code, it won't do anything.

DO NOT DELETE CLASSES!!
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Old 08-25-2003, 10:01 AM   #7 (permalink)
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Thanks for the suggestions everyone. What I decided to do was make it so only one Blade Spirit could be summoned....period. I adjusted the pet statement so they can't even have a tamed mount and cast it. That way they can still cast the spell, just not throw multiples and they'll have to decide whether they want to sacrifice not having a mount too. I adjusted all the 8th circle spells in the same manner.
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Old 09-18-2004, 02:47 PM   #8 (permalink)
 
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This is easy.

If your still interested in getting rid of them go here
Scripts\Spells\Initiliazer.cs

And you see this piece of code:
Code:
			// Eighth circle
			Register( 56, typeof( Eighth.EarthquakeSpell ) );
			Register( 57, typeof( Eighth.EnergyVortexSpell ) );
			Register( 58, typeof( Eighth.ResurrectionSpell ) );
			Register( 59, typeof( Eighth.AirElementalSpell ) );
			Register( 60, typeof( Eighth.SummonDaemonSpell ) );
			Register( 61, typeof( Eighth.EarthElementalSpell ) );
			Register( 62, typeof( Eighth.FireElementalSpell ) );
			Register( 63, typeof( Eighth.WaterElementalSpell ) );
Put // Infront of Register( 57, typeof( Eighth.EnergyVortexSpell ) );.

Look for this piece of code in the same .cs script.
Code:
			// Fifth circle
			Register( 32, typeof( Fifth.BladeSpiritsSpell ) );
			Register( 33, typeof( Fifth.DispelFieldSpell ) );
			Register( 34, typeof( Fifth.IncognitoSpell ) );
			Register( 35, typeof( Fifth.MagicReflectSpell ) );
			Register( 36, typeof( Fifth.MindBlastSpell ) );
			Register( 37, typeof( Fifth.ParalyzeSpell ) );
			Register( 38, typeof( Fifth.PoisonFieldSpell ) );
			Register( 39, typeof( Fifth.SummonCreatureSpell ) );
Put // infront of : Register( 32, typeof( Fifth.BladeSpiritsSpell ) );

This will cause 0 errors, and when attempted to be casted in game the message "The spell has been disabled" will appear.
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