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Posted

Would love to see an event command where you can set a spell to fire off. 


Would also need to add a direction for projectile spells.

 

 

Extra options:

Choose if it affects a specific NPC, al NPC's, just the player or everyone. 

 

PS: Willing to pay if that helps ;)

4 answers to this question

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  • 0
Posted

What about spell stats? How does the spell handle scaling off of the events attack or ability power? Would those stats be handled in the event command window? This would be really cool (even in the base engine) but there is a lot to consider with this one.

 

Just getting the discussion started :)

  • 0
Posted
Just now, jcsnider said:

What about spell stats? How does the spell handle scaling off of the events attack or ability power? Would those stats be handled in the event command window? This would be really cool (even in the base engine) but there is a lot to consider with this one.

 

Just getting the discussion started :)

 

That's something that hasn't crossed my mind to be honest. 

 

I'd say in a basic system it'd be enough to just use the base damage and ignore any stats. As far as I know, player/NPC stats would still affect the damage received but the power of a spell would always be the same as the base damage / buff values you put in. 

  • 0
Posted

Would it be easier to instead have the event commands:

Give / Take HP (number or %)

Give / Take MP (number or %)

Buff/debuff (number or %)

 

And then also be able to pick if it only affects a specific NPC / all NPC / Player / Everything

  • 0
Posted

Best I could come up with is events triggering spells that a player doesn't has

 

The downside is that the spell is actually casted by the player, just triggered by the event, so stats are taken off the player.

easily fixed by having non scaling stats on the spell. Also best used with spells with Target Type: Self.

 

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