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The general idea is something like: Code:
localPlayer=Turbine.Gameplay.LocalPlayer:GetInstance(); Note, I didn't have a chance to test this in game so the args.Effect element may not exist in which case you would have to check what the actual elements in the args table are. To list the elements, use: Code:
EffectRemoved=function(sender,args) Code:
localPlayer=Turbine.Gameplay.LocalPlayer:GetInstance(); |
hi
if i have not the buff then Killcount=6; do_update() the buff calls "Schnelle Erlösung" in german Client "Schnelle Erl\195\182sung" i try something but it doesn´t work. i try it with other buffs too. Quote:
thanks for your time |
Yep, as I noted in my earlier post, I wasn't sure what the args table contained for EffectRemoved. It turns out it contains the index of the effect being removed. Unfortunately, it is also very buggy. Many times when more than one effect are being removed simultaneously the effect has already been removed from the list before the event fires so the index is useless and there is no way to determine the effect that was removed. I will play with it some more when I find time.
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Thanks
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The code would then look like: Code:
localPlayer=Turbine.Gameplay.LocalPlayer:GetInstance(); |
thx ... i will test it
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