akroma222 wrote:
Could you not use the onStop hook??
Except that it's not a custom condition; it's built in... I don't [knowingly] have access to the definition.
How does one detect the instant the PC stops being diseased, heals a wound, or [specifically] loses the water_breathing condition?
I dabbled with trying to build my own custom condition, but was unsuccessful at cleanly duplicating the effect; and did not want to implement a slew of custom GUI corrections.
It would be nice if all conditions each called an onRemoveCondition() hook when they expire; but the only one I've seen, is onReceiveCondition()
If only this would work:
Code: Select all
components = {
{
class = "Party",
onRemoveCondition = function(self, champion, condition) print(champion:getName().." has lost:",condition) end,
onReceiveCondition = function(self, champion, condition) print(champion:getName().." has gained:",condition) end,
},
(But only the second hook is a real one.

)
*I will try again with crafting a custom condition to use instead of the built in one.
