Ardanis Posted July 17, 2010 Author Share Posted July 17, 2010 Taking into account mod-added spells is quite more difficult.Checking for the 'hostile' flag should suffice in most cases. Furthermore, offensive spell-like abilities cast via "quick items" is much more difficult.Indenting an anti-sanctuary effect in the header should be enough. Jeez, all weapons will need it, to end sanctuary upon attack. Problem is, IR will overwrite it. And mod items, with they custom abilities... checking for projectile might work here. Sanctuary is better be a separate component, installed later. Link to comment
Dermit Posted July 17, 2010 Share Posted July 17, 2010 Ah look at you two, slaving away, just as I like to see! Link to comment
Demivrgvs Posted September 27, 2010 Share Posted September 27, 2010 Furthermore, offensive spell-like abilities cast via "quick items" is much more difficult.Indenting an anti-sanctuary effect in the header should be enough. Jeez, all weapons will need it, to end sanctuary upon attack. Problem is, IR will overwrite it. And mod items, with they custom abilities... checking for projectile might work here.Wait a sec, perhaps I'm an idiot, but I don't think such huge patching work on items is necessary. Wouldn't be enough to make Sancuary add a melee and ranged hit EFF (via opcode 248 and 249) which dispels Sanctuary's secondary type on self as soon as you try to hit someone? Link to comment
Dakk Posted September 27, 2010 Share Posted September 27, 2010 It sounds very plausible. But then again, I'm still giddy that the repeating EFF-opcode seems to be true! I even seem to recall someone saying "that would change my life" xR-lovers rejoice! Link to comment
Ardanis Posted October 8, 2010 Author Share Posted October 8, 2010 It's been a while since I've thought about it for the last time, but I suppose you're right. @Dakk It's not the 'repeating EFF'. Should work fine. Link to comment
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