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Examples of overriding this

bossland

Well-Known Member
Joined
Jan 15, 2010
Messages
14,883
Improvements:
1. Resurrection logic improved for battlegrounds, especially for classes that move backwards.
2. Override of release, targeting and loot logic now possible in custom classes. Very useful for dungeons crawling.3. Icewing Bunker is no longer having its walls humped - blackspot added.
4. Improved stop logic for melee combat.


Can someone please point me in the right direction in regards to overriding these functions.

__________________________________________________________________________________________________________

Code:
SequenceManager.AddSequenceExecutorOverride(Sequence.ReleaseSpirit, MyReleaseSpirit);

private static void MyReleaseSpirit()
{
	List<string> hasSoulstone = Lua.LuaGetReturnValue("return HasSoulstone()", "hax.lua");
	if (hasSoulstone != null && hasSoulstone.Count > 0 && hasSoulstone[0].ToLower() != "nil")
	{
		Lua.DoString("UseSoulstone()");
		int tickCount = Environment.TickCount;
		while (!ObjectManager.Me.IsAlive && Environment.TickCount - tickCount < 7500)
			Thread.Sleep(100);
		if (ObjectManager.Me.IsAlive)
			return;
	}

	SequenceManager.CallDefaultSequenceExecutor(Sequence.ReleaseSpirit);
}
 
Boosland, i found out that "static" objects with CC or plugins causes trouble.
I made a basic CC with my custom loging using it as a static procedure and it started to be used by all CCs that use the same procedure name.

By the way, that code wont work... :(
 
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