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Help Request: Mine turning into another mine

Discussion in 'Modding' started by Megaron, Apr 23, 2012.

  1. Megaron

    Megaron Member

    I'm working on a mod that includes a wand, this wand should cast a DoT on an enemy that causes it to, every turn, drop a dummy mine under with no use that turns into a lockdown-causing mine after one turn. The dummy mine transformation is to prevent the rune from instantly locking down the affected monster in place.
    I'm having trouble, however; the dummy mine either casts the lockdown mine on the enemy after one turn and whiffs, doing nothing; or it will cast it successfully on the enemy, triggering the perma-lockdown again. No matter what I do, it always casts it on the enemy either way, because it thinks I'm telling it to do that. I've tried everything, including different targetting systems.

    I need some help getting it to do what I need to do. Anyone help?
    Attached is a pastebin of the current code.
    http://pastebin.com/gFJbsedV
     
  2. Null

    Null Will Mod for Digglebucks

    self is not an effect type.
     
  3. Megaron

    Megaron Member

    Yeah, I realized that while testing what it did. I meant to set it back to trigger before uploading, but forgot to. Please ignore that.
     
  4. Null

    Null Will Mod for Digglebucks

    Well the thing with delayed triggers is that you can't have a delayed trigger on a tile as it stands. So dots and delayed triggers only activate on the monster itself rather than a tile. You used that in your code even. So as it is right now the only method to create a delayed effect on a tile is to summon a creature and put it on that using taxa.
    Code:
    <spell ... all the stuff here ...>
          <effect type="summonhostile" monsterType="The type of monster you're using"/>
          <effect type="damage" slashing="500" taxa="Previous monster type"/>
          <!-- killing it isn't always necessary depending on the spell but probably should be done in this case -->  
          <effect type="trigger" spell="Spell to trigger" taxa="Previous monster type" amount="delay"/>
    </spell>
     
  5. Megaron

    Megaron Member

    Woop, guess I'll just drop a note in the modding requests and scratch this wand for now. Thanks for the help.
     
  6. Null

    Null Will Mod for Digglebucks

    You don't need to because you can do that right now with the code I just gave.
     
  7. Megaron

    Megaron Member

    Thing is, wouldn't other monsters collide with the summoned monsters? And I don't think you can summon a monster in the tile something's standing on.
     
  8. Null

    Null Will Mod for Digglebucks

    Well you kill them so they don't collide, and I hadn't actually though that this case involved it necessarilly being under a monster and thus it'd get 'deflected' so to speak to another tile.