Better global mob notoriety check [complete]
Posted: Sun Aug 19, 2007 3:19 pm
I'm working on a function which can be used in conjunction with area spells, traps, and other items that will damage a non direct target. Normally this kind of stuff has to be hard coded and in general is very flaky and sometime hits a target you don't want. So I'm putting together an easy to use function in the mobile/creature/player classes to check this.
All this is trickyer then it sounds. For example, lets say a tamable pet can do area fireball, the valid targets are different when its tame, then when its untame, and when its tame, they're also different in fel and in tram. In fel it would hit criminals and reds, but in tram it would not. When untame, then it would hit any player, but not other mobs, unless the team is different.
In the end, this will speed up further development of anything involving indirect targets. At this point, I'll be able to make mobs cast more area spells without having to hard code a mob version. Things like fire fields and such will also work for mobs. Spellweaving mobs will be able to cast wildfire and such too, currently if I make them cast that, it hits other mobs, but not players.
It will probably be a few days until this is perfected, once it is I will start implimenting it on some spells to ensure it does not open up issues, then I'll apply it to mostly all area related damagers.
Also, I might make some stuff work a bit differently, like make area spells hit aggressors no matter what. So if you are dualing with a guild mate you will be able to use spells like earthquake and wither, for example.
Archived topic from AOV, old topic ID:1147, old post ID:7427
All this is trickyer then it sounds. For example, lets say a tamable pet can do area fireball, the valid targets are different when its tame, then when its untame, and when its tame, they're also different in fel and in tram. In fel it would hit criminals and reds, but in tram it would not. When untame, then it would hit any player, but not other mobs, unless the team is different.
In the end, this will speed up further development of anything involving indirect targets. At this point, I'll be able to make mobs cast more area spells without having to hard code a mob version. Things like fire fields and such will also work for mobs. Spellweaving mobs will be able to cast wildfire and such too, currently if I make them cast that, it hits other mobs, but not players.
It will probably be a few days until this is perfected, once it is I will start implimenting it on some spells to ensure it does not open up issues, then I'll apply it to mostly all area related damagers.
Also, I might make some stuff work a bit differently, like make area spells hit aggressors no matter what. So if you are dualing with a guild mate you will be able to use spells like earthquake and wither, for example.
Archived topic from AOV, old topic ID:1147, old post ID:7427