Re: how does one customize spells?
Posted: Sun Oct 14, 2012 1:51 pm
*digs up old thread* (sorry, the head Szragodesca is a necromancer in EQ
)
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?
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?