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Joined: Nov 2017
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Erikem Offline OP
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Joined: Nov 2017
Please add an optional "silent" mode to casting skills via story scripting, which will make the skill casting similar to how LeaveActions of statuses are executed.

This means that when such a skill is cast it will:
- NOT trigger any casting animations
- NOT interrupt any existing actions
- NOT affect statuses (for example will not rise KNOCKED_DOWN characters)

This should probably be allowed only for some skill types but still this will be very nice to have

Last edited by Erikem; 05/12/17 07:50 PM.
Joined: Sep 2017
Location: Belgium, Ghent
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stranger
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Joined: Sep 2017
Location: Belgium, Ghent
Hi Erikem,

Unfortunately this isn't possible, but I get why you'd want this. The only thing you can do is cast projectile skills with ExplodeAt and the various ShootProjectile versions in script, and the CreateExplosion calls in story. These do not trigger animations and they won't interrupt existing actions. However, they will still affect statuses.

Rimevan

Joined: Nov 2017
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Erikem Offline OP
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Joined: Nov 2017
Hi, Rimevan,

Thank you very much for the answer!

Currently STORY has only 2 functions to do that:

Code
call	CreateExplosion	(GUIDSTRING)_Target, (STRING)_SkillID, (INTEGER)_CasterLevel
call	CreateExplosionAtPosition	(REAL)_X, (REAL)_Y, (REAL)_Z, (STRING)_SkillID, (INTEGER)_CasterLevel


Can you please extend them to include "source" of the explosion? So in case source is a character then explosion will inherit his ownership (meaning people can get angry at him), stats (if damage scales with stats or weapon), accuracy, crit chance, etc.

Last edited by Erikem; 06/12/17 10:28 PM.

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