Complete Workaround (UPDATED)
--OgreBob's Spellcasting Workaround Guide--
--SEE MY NEXT POST FOR AN IMPORTANT UPDATE--
Hello everyone. We all know we hate the fact that Coldstone makes the spellcaster walk to the NPC after targeting. After some experimentation, I have found an (almost) foolproof workaround. Skip to the bottom of this post to see what this system does, and the pros and cons. Here's the deal:
You need:
- 2 Globals, called EXACTLY: NewX and NewY, respectively.
- 2 events, "CastBlocking" and "CastUnblocking" (Download here)
- An animation
- Your spell
First, create the globals NewX and NewY.
-Step number 1 is to make 2 events, CastBlocking and CastUnblocking. For your conveniance, I have made them available to download. CastBlocking sets all the movement tile access around the hero to "Blocked" status. CastUnblocking does the opposite.
- Step 2: First, find the animation you are using for your hero. Go to his cast animation, and check the number of frames in one direction, and the frame delay. In my case, they were 11 frames with a delay of 1.
- - Next, create a new animation. Every frame will be a plain white block. Set the frame delay to the same frame delay of your hero's cast animation. Now, add the white blocks for the same number of frames your hero cast animation had in one direction plus 2.
- - In the last frame, put in a "kill myself" action. In the second to last frame, put in a "launch event" acion, and link it to the "CastUnblocking" event.
- Step 3: Open your spell file. Go to the "Event Links" tab. and open the "cast" link. Here, put in a "Call Event", calling the CastBlocking event, and then a "Stamp Control", placing your white frame animation at (0,0).
- Step 4: Bake at 450ş F. Let sit to cool. Yield 10 servings.
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What it does: When the caster casts a spell, they always want to move to the selected target. I noticed that when you target an NPC that's on the other side of blocked access tiles, he doesn't move to them. What this system does is that it blocks the tiles around the hero so that he doesnt move. The animation MUST be one frame longer than the hero's cast animation, or else he will still move.
This does NOT have any bad effects on NPCs around the hero that get caught in the blocked access tiles.
Pros: No more running after the target when casting a spell!
Cons: The only con of this system is that, if the hero is standing next to blocked access tiles, those tiles will end up unblocked (grr) due to the fact that coldstone wont let you check tile access status.
Edit: If the link to download the events gives you a bunch of random text, then control-click and "Save target as..." or whatever your browser calls it.
This post has been edited by OgreBob : 29 November 2004 - 03:42 PM