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10-08-12, 03:05 PM   #3
Mayoren
A Defias Bandit
Join Date: Oct 2012
Posts: 3
Originally Posted by SDPhantom View Post
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.
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:
  1. if combatEvent == "SPELL_CAST_SUCCESS" then
  2.         local spell = spellData[spellID]
  3.             if not spell then
  4.         return
  5.         end
  6.         SendChatMessage(GetSpellLink(spellID).." has failed to interrupt !!!  "..cd.."s CD","Say")
  7.     end
  8.    
  9.    
  10.     if combatEvent == "SPELL_AURA_APPLIED" then
  11.         local spell = spellData[spellID]
  12.             if not spell then
  13.         return
  14.         end
  15.         SendChatMessage(GetSpellLink(spellID).." > "..destName.."'s "..cd,"Say")
  16.     end    
  17.    
  18.    
  19.     if combatEvent == "SPELL_INTERRUPT" then
  20.         local spell = spellData[spellID]
  21.             if not spell then
  22.         return
  23.         end
  24.         SendChatMessage(GetSpellLink(spellID).." has failed to interrupt !!!  "..cd.."s CD","Say")
  25.     end

Is there a way to stop print CAST_SUCCESS message when you print either AURA_APPLIED or INTERRUPT message?

Last edited by Mayoren : 10-08-12 at 03:10 PM.
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