Aller au contenu

Photo

Remote light spell


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
PJ156

PJ156
  • Members
  • 2 985 messages

Something that always seemed odd about the light spell to me is that is can be cast only on a player.

 

Last night I contemplated this in the bath and decided to try to have a go at doing something about it. I will try to do it in the form of a wand and not a custom spell but the item will allow the casting of light at a remote location or, perhaps later, on a usable object in game.

 

I guess it needs to do something like this.

 

1. test for location clicked

2. Created an ipoint at that location

3. cast light on the ipoint

4. wait a predefined time

5. destroy ipoint.

 

If this is the correct order of things and the most expedient way to go about this then my principle question before I give this a go is how to use the item twice? Would each new ipoint need a new tag?

 

PJ 



#2
kamal_

kamal_
  • Members
  • 5 254 messages

iirc, the default spell can be cast on useable objects, not just players.

 

You'd probably have it create the light at the nearest ipoint with a given tag.



#3
PJ156

PJ156
  • Members
  • 2 985 messages

That's interesting I will give that a try. there were not too many usable items in the OC except chests so i never gave that a go.

 

I am going to spawn the ipoint then apply the spell so I wonder if I could get nearest ipoint by tag. Is that what you mean?

 

PJ 



#4
rjshae

rjshae
  • Members
  • 4 497 messages

Does the current light spell cancel darkness? It'd be a nice touch if it did, and would match the PnP spell descriptor.



#5
Psionic-Entity

Psionic-Entity
  • Members
  • 195 messages

You could just make a new VFX and apply it at the target location. If you want to make it dispellable creating a new line in vfx_persistent so that it's an AOE (without scripts) might work.



#6
Dann-J

Dann-J
  • Members
  • 3 161 messages

A custom ipoint blueprint could be spawned at the spell target location with the light VFX already on it. It could have a heartbeat script that destroyed itself eventually, and an OnSpellCastAt script that checks for dispel magic spells (lightus interuptus). No 2DA modifications would be necessary with that approach.

 

Although the AOE approach also has its benefits, such as scaring off any creature that should be scared of bright light when they enter the AOE trigger (shadows, gibberlings, mogwai, etc).