Targeting a custom ability
|Author||Topic: Targeting a custom ability|
Member # 5636
written Wednesday, April 26 2006 13:04
I was wondering if anybody knew a way of having the player select a target from a custom ability script. Is there a call or something that lets you manually choose a target, kind of like when you target a spell?
Posts: 1 | Registered: Sunday, March 27 2005 08:00
Member # 2820
written Wednesday, April 26 2006 14:30
I am not completey clear on this, but I do not think that custom abilities can take targets. However, you can make a custom item that has targets and link it to a scenario script state. Use who_is_custom_item_target() to get the ID of the targetted creature.
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Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Off With Their Heads
Member # 4045
written Wednesday, April 26 2006 19:57
Garrison's right. We've asked Jeff for such a call, but it has not been granted yet.
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Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Member # 6670
written Saturday, April 29 2006 09:31
Just a thought: the convention of making TALKING_STATE link to a dialog node is just that, a convention. You could give all the enemies a special version of basicnpc that does whatever special thing you want to do in TALKING_STATE. I haven't tested this, though, it's just a thought.
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Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Member # 3040
written Saturday, April 29 2006 11:39
quote:Conversely, dialog mode doesn't actually have to involve talking to an NPC. You can use it for more complicated special abilities, such as maybe special spell selection. I think Bahss used this for item identification, though in the form of an NPC, probably to work around the limitations of both item identification and the "This conversation is over" message.
Posts: 508 | Registered: Thursday, May 29 2003 07:00