Page 3 of 3

Re: how does one customize spells?

Posted: Sun Oct 14, 2012 1:51 pm
by Szragodesca
*digs up old thread* (sorry, the head Szragodesca is a necromancer in EQ :lol: )

Reading through the questions here, and the responses, I have to ask. . . Is it possible to place a script that reads when a monster casts a spell, then have it destroy the spell object and create one for the custom spell instead?

Say a custom Wyvern casts his lightning_bolt spell, but the game goes "Nope! You're a poison Wyvern!" and destroys the lightning_bolt and replaces it with a custom poison_bolt_single spell that only hits one champion? Due to the monster being a custom mob it wouldn't affect normal Wyvern lightning_bolts, or PC runecast lightning_bolts, but it would register that a specific monster cast an acceptable spell, then replace the spell with the intended one for that new creature.

Would that work?

Re: how does one customize spells?

Posted: Sun Oct 14, 2012 3:23 pm
by Blichew
Well, there's "lightning_bolt" spell in original spell.lua (aswell as "poison_bolt"). Also, wyvern has rangedAttack property set for this spell so I don't see why this wouldn't work if you clone wyvern like this:

Code: Select all

cloneObject{
	name = "poison_wyvern",
	rangedAttack = "poison_bolt",
}
Of course, more properties will need to be set if you make a custom model, etc.

(Also, poison bolt spell can be cloned too, so you can make a variation of it:) )

Re: how does one customize spells?

Posted: Sun Oct 14, 2012 3:35 pm
by Szragodesca
The problem they were having was that you can only have monsters cast core spells. I was asking if you could run a script hook to catch when a custom monster casts a core spell, and replace its projectile with your custom spell. In theory, this would allow you to have monsters cast anything you want without having to override the core spells.