Author Topic: Cast-spell range?  (Read 2187 times)

lazyanttu

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Cast-spell range?
« on: 28 January 2012, 21:54:50 »
Is it someway possible to limit cast spell's range? Cast spell on target is awesome (As it can be set to not loop and is not attack). However there are certain spells that I don't want to be cast at infinite range. Is it possible to do, or must it be done with attack's effect.

If it must be done via attack, is there possible for unit to stop after making the attack? For example if there is a special attack which costs 100 EP and the unit has 200 EP. After using the skill I hope the unit would resume normal attacking and not cast it again.

Omega

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Re: Cast-spell range?
« Reply #1 on: 29 January 2012, 06:37:42 »
It doesn't currently exist, so I moved this to feature requests. The best way to do it would definitely be an optional ranged value on cast spell (I actually never realized it hadn't restricted range). This would ideally be done with a new element in the cast-spell skill: <range value="#" /> which is pretty self explanatory, and works the same way as the range element on the attack skill.
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lazyanttu

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Re: Cast-spell range?
« Reply #2 on: 2 February 2012, 14:42:42 »
Currently, all of my special abilities must have a limited range, so the I think I must do them via attack currently. ::). But I'll switch it to cast spell on target if this change occurs.

However, the cast-spell with self-property is wonderful!

lazyanttu

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Re: Cast-spell range?
« Reply #3 on: 13 February 2012, 14:57:03 »
Double post and little bit off-topic, but... :angel:

Is it possible to stop attack from cycling like the cast-spell? When you give the attack order, it would attack just once. I fear it wouldn't be possible, but currently I must do all the cast-target spell via attack order, because it has range. Or do you have any other solutions?

Although I have been recently suggesting a lot of feature requests, this is the only feature I would really need. My programming skills are not very awesome (I have done some simple 2D shooter games), but do you have any idea how difficult it could be to program, if I would try? However I fear that I'm not able to do that, so don't get me wrong. I did not promise anything ;D.

It should have move skill in the command XML, I think.

Every faction in my game has multiple "spellcasters", so that's the reason behind all of this.

Omega

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Re: Cast-spell range?
« Reply #4 on: 14 February 2012, 03:06:29 »
Is it possible to stop attack from cycling like the cast-spell? When you give the attack order, it would attack just once. I fear it wouldn't be possible, but currently I must do all the cast-target spell via attack order, because it has range. Or do you have any other solutions?
I'm afraid such a feature does not quite exist yet (if you're feeling comfortable with your skill, by all means, please go ahead). I can't say how difficult it would be to code, but to my knowledge, cast spell was based on attack, so it should be quite possible to adapt the existing cycle function to attack, as well. I must say, this would be very useful for powerful attacks too, forcing the command to be ended after each action, switching back to regular attacks...
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