Originally Posted by SDPhantom
This structure makes it so the success messages would never show since a variable can't have two values at once. Honestly, the SPELL_CAST_SUCCESS handling doesn't make sense since the spell finishing casting isn't related to whether or not it actually hit. I would get rid of that check and the fail message at the end of it.
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I posted the wrong one I think. That part is actually from the other copy of file that I tried to fix last night and haven't tested
This is the actual code that gives me double message,
Lua Code:
if combatEvent == "SPELL_CAST_SUCCESS" then
local spell = spellData[spellID]
if not spell then
return
end
SendChatMessage(GetSpellLink(spellID).." has failed to interrupt !!! "..cd.."s CD","Say")
end
if combatEvent == "SPELL_AURA_APPLIED" then
local spell = spellData[spellID]
if not spell then
return
end
SendChatMessage(GetSpellLink(spellID).." > "..destName.."'s "..cd,"Say")
end
if combatEvent == "SPELL_INTERRUPT" then
local spell = spellData[spellID]
if not spell then
return
end
SendChatMessage(GetSpellLink(spellID).." has failed to interrupt !!! "..cd.."s CD","Say")
end
Is there a way to stop print CAST_SUCCESS message when you print either AURA_APPLIED or INTERRUPT message?