What kind of spell is it?
Does the spell create a projectile, and when it hits the door, you want the door to open?
Here is one way to do it:
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defineObject{
name = "party",
baseObject = "party",
components = {
{
class = "Party",
onCastSpell = function(self, champion, spell)
if spell == "darkness" and
true --substitute TRUE for your own condition to restrict the trigger.
then
tomb_door_stone_1.door:open() --triggered event.
end
return true
end,
}
}
}
Why is this question so often asked? It was just asked on the InXile forums as well. What would be the point?—what would be the benefit?
It could be fun Forums are too formal, it's like sending an email
No, I want to cast the darkness spell, according to a riddle, and open a door.Zo Kath Ra wrote: ↑Sat Jan 05, 2019 2:54 pmWhat kind of spell is it?
Does the spell create a projectile, and when it hits the door, you want the door to open?
Isaac wrote: ↑Sun Jan 06, 2019 3:51 amHere is one way to do it:thank you, I'm going to look at that!Code: Select all
defineObject{ name = "party", baseObject = "party", components = { { class = "Party", onCastSpell = function(self, champion, spell) print( spell:match("fireball") ) if spell == "darkness" and true --substitute TRUE for your own condition to restrict the trigger. then tomb_door_stone_1.door:open() --triggered event. end return true end, } } }
Some monsters don't have any resistances, like the Forest Ogre.
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resistances = {
fire = "immune",
cold = "immune",
poison = "immune",
shock = "absorb",
physical = "immune"
},
You're probably right to assume I didn't test on a monster with resistances (customer support 101 lol)Zo Kath Ra wrote: ↑Sun Jan 06, 2019 9:37 pm Some monsters don't have any resistances, like the Forest Ogre.
The Air Elemental has resistances to all damage types:Code: Select all
resistances = { fire = "immune", cold = "immune", poison = "immune", shock = "absorb", physical = "immune" },
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resistances = { ["poison"] = "weak" },
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resistances = { poison = "immune" },
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function onDamageMonster(self, damage, damageType)
print(self:getResistance())
print(self:getEvasion())
end
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nil
-10
I thought "maybe he's calling the function w/o any arguments".7Soul wrote: ↑Sun Jan 06, 2019 9:56 pm You're probably right to assume I didn't test on a monster with resistances (customer support 101 lol)
Here's the code (the hook calls this function):
On a turtle that printsCode: Select all
function onDamageMonster(self, damage, damageType) print(self:getResistance()) print(self:getEvasion()) end
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nil -10
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getResistance("fire")
getResistance("cold")
getResistance("poison")
getResistance("shock")
getResistance("physical")