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Spell Groups: Adapt revscript loading to spell groups #33

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merged 4 commits into from
Dec 11, 2024

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Tofame
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@Tofame Tofame commented Dec 10, 2024

Previous PR (#32) should've adapted XML loading, this should adapt Revscript loading to stop forcing spells to have a group.

Previous PR should've fixed XML loading, this should fix Revscript loading.

I dont like how I created new enum, so this needs both testing and thought how it can be improved.
...meaning if spell was group none, but someone set group cooldown to it, the condition would put "global" cd on everything.
@Tofame Tofame marked this pull request as draft December 10, 2024 14:38
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Tofame commented Dec 10, 2024

Needs:
method addConditions(Player* player) to move 3x the same code (if's) into a method so it can be reusable.

@Tofame Tofame marked this pull request as ready for review December 10, 2024 23:51
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Tofame commented Dec 11, 2024

@Codinablack tested by @Silba93 and confirmed to be compiling and working in-game.

@Codinablack Codinablack merged commit b91e361 into Black-Tek:master Dec 11, 2024
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@Tofame Tofame deleted the test-spell-group branch December 28, 2024 20:49
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2 participants