Ran across this on youtube: www.youtube.com/watch
Anyone know anything more about this? I've always though teleport, even a limited line-of-sight way like this, would be cool to have. Didn't see any info on the vault for it though, so I wonder how it's done.
Dual Functionality Spell: Premonition & Teleport ?
Débuté par
diagnull
, janv. 20 2011 07:05
#1
Posté 20 janvier 2011 - 07:05
#2
Posté 20 janvier 2011 - 08:33
We have all the teleport spells coded on ArgetumRegio, from BLINK to the coveted Teleport Without Error - even down to planar limits. It is all just script.
Be well. Game on.
GM_ODA
66.232.100.90 cep2.1 or better
aldohral.forumotion.com
24x7 we bring the game.
Be well. Game on.
GM_ODA
66.232.100.90 cep2.1 or better
aldohral.forumotion.com
24x7 we bring the game.
#3
Posté 20 janvier 2011 - 08:44
This is a pretty easy one to do.
1. Edit spells.2da, line 134 (premonition spell). Set the TargetType column to 0x0D. This will allow targeting of the caster, an item, or the ground. Oh, and change the entry for the Range column to "L" (long range).
2. In the toolset, edit NW_S0_Premo (the script for the premonition spell). You'll have to play around a bit, but essentially you'll want to create a "split" spell script:
Very rough code snippet, not tested, definitely not complete:
1. Edit spells.2da, line 134 (premonition spell). Set the TargetType column to 0x0D. This will allow targeting of the caster, an item, or the ground. Oh, and change the entry for the Range column to "L" (long range).
2. In the toolset, edit NW_S0_Premo (the script for the premonition spell). You'll have to play around a bit, but essentially you'll want to create a "split" spell script:
Very rough code snippet, not tested, definitely not complete:
object oTarget = GetSpellTargetObject();
if (oTarget = OBJECT_SELF)
{
// default premonition coding can go here
}
else if (GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
{
// items-specific coding can go here
}
else
{
// really basic coding for "teleportation"
location lTarget = GetSpellTargetLocation();
ActionJumpToLocation(lTarget);
}
Modifié par The Amethyst Dragon, 20 janvier 2011 - 08:53 .
#4
Posté 20 janvier 2011 - 09:43
diagnull wrote...
Ran across this on youtube: www.youtube.com/watch
Anyone know anything more about this? I've always though teleport, even a limited line-of-sight way like this, would be cool to have. Didn't see any info on the vault for it though, so I wonder how it's done.
He tells you how he did it but there is a lot of other ways to do some of this as well. There is a good teleport system on the vault (actually there is two) that add some great functions such as Blink, Teleport Part, and Word of Recall. Check it out when you get a chance as just reading it helped us write our own.
#5
Posté 12 juin 2012 - 02:25
I created this
sorry for the late response. I'd be glad to share my code if still interested... I'd have to dig it up somewhere. I have other videos on youtube, too.
It's been a very long time since I touched this, though. I think there are issues with changing how spells are allowed to be targeted. You have to change the spells 2da to do this, but clients will not gain the functionality unless they have your same spells 2da override, if memory serves.
So the spell has to be one that already is self and area targetable.
It's been a very long time since I touched this, though. I think there are issues with changing how spells are allowed to be targeted. You have to change the spells 2da to do this, but clients will not gain the functionality unless they have your same spells 2da override, if memory serves.
So the spell has to be one that already is self and area targetable.
Modifié par Dae-Glyth, 12 juin 2012 - 02:28 .





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