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Dragon Breathe - Printable Version

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+--- Thread: Dragon Breathe (/Thread-Dragon-Breathe)

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RE: Dragon Breathe - Anarch Cassius - 10-23-2012 04:52 AM

Actually I think the best option is rescripting webs, rocks and breathe in to events. When these hard-coded behavioirs were first put in, you couldn't do anything as complex as call a targeting cursor or use tags in a script. Now that we can do better in a way that's open to being editted later I think we should. I'm not saying remove these, they're fun for nostalgia and people who want something simple out of the box. But if you find yourself tweaking these hard-coded specials you may want to consider disabling them and writing something you'll have even more control of.


RE: Dragon Breathe - Barnabus - 10-24-2012 08:11 AM

Indeed..

I never used the override tag in the end what I have seems fine.
If Dragon and If Distance Over 2 and If Skill Wreslting
Its a flame, and Ive just made the damage the mobs damage + Int
its easy to manage like that way, I was thinking about increasing the mana reduction for it.
To stop the dragon spamming it so much.

I actually thought we had a @DragonBreath Trigger, but that was in my imagination.


RE: Dragon Breathe - Skul - 10-28-2012 04:18 AM

I agree, using a seperate @trigger for these npc actions is the best way to go:
Code:
on=@NPCBreath
on=@NPCLaySpiderWeb
on=@NPCThrowFire //fire elementals
on=@NPCThrowStone
on=@NPCDeathCorpseExplode //fired after @deathcorpse

return 0 //default
return 1 //halt default action
default //creature this trigger is placed upon
src //source of fire, stone (the object <argo> is being tossed at if any)
argo //object being used (breath, fire, stone, web)

Edit: Adding these triggers to non-default NPCs, such as @NPCBreath to c_spider_giant will give c_spider_giant dragon-like breathing capability, all these
triggers should enable new behavior to any NPC it is placed upon, for more functional compatibility.