Re: Tracking Temporary Morale

Originally Posted by
moebius92
So, I've been trying to figure out how to track temporary morale, and I've been coming up blank. Here's what I've tried so far:
1) Doesn't seem to be any relevant new calls in Turbine.Gameplay.Player/LocalPlayer/Entity/Actor.
2) GetDescription() of the temporary morale effects that I can check (sudden defense, true heroics, lay of the hammerhand) appears to be blank.
3) It should be possible to track temporary morale losses via combat chat. ("You have lost X temporary morale." or something like that.) They even give you that message when the temporary morale effect ends, so if you could figure out the original amount of temporary morale provided by an effect, you could track it that way.
So, theoretically, the self buffs that give temporary morale should be trackable - albeit somewhat messily. But, I was wondering if anyone knew of a cleaner way to do things.
I'd probably monitor the current effects, and compare it to any morale changes. I'm thinking maybe BaseMaxMorale would give you the max morale of a player without any effects, so any increase in MaxMorale would be attributed to an effect. Using the event listeners for MaxMoraleChanged and BaseMaxMoraleChanged, as well using an Update event listener to track changes to the EffectList should be able to paint a pretty acceptable picture of what effect is giving you what morale - all without having to mess around with parsing the combat log.
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