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05/15/16, 01:05 AM   #11
Letho
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Join Date: Apr 2016
Posts: 238
Thank you very much for rearranging the structure, i mostly had problems with understanding the values of skillLineIndex, abilityIndex, etc. (if they always follow the same logic for every language and every character with different unlocked skill lines).

I must admit that i am not very happy with ability names as keys, either, but i don't see another way to do it without generating redundant code. I first thought of creating a "reference array" that contained the ability-name and linked it to a key, but if i did that i could just use the ability name itself as a key and save some code. the problem is every update that changes ability names will break the logic link between "abilityName <=> abilityIds" for there is no way to dynamically read this from the game, or maybe i am getting this totally wrong?
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