Yep its a tricky one, in TL1 it simply gave you the quest again even if you did not leave the area and return. It seems there's now a difference in how available quests (or NPC dialogues) are refreshed.
Worth a try - give the same quest to 2 identical NPCs and toggle their visibility so there's always one available in the same place? If that doesn't work, then the method above would be the only way
1. I summon a creature/npc 2. This creature "looks"(updated every 10 seconds) is a character is near(Range = 5)? a) True - do nothing b) False - kill self
Is it possible to do that?
I need this for my Recycler(itemcombiner). Now, after summon, my Recycler casts a skill "kill self in 2 minutes", but I do not like it. If you've seen my video with crafting
, you will notice that Recycler disappears during crafting. It is not comfortable.
Who is the "character" that the Recycler will look for? Is it the Player?
If yes, maybe the Player can put an affix on the Recycler and the affix has a specific range. So if the player has moved away, the Recycler won't get the affix.
Then the Recycler justs checks if it has the affix. If not, it will kill itself.
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though...
Triggerable actions for the NPC might also be able to do something like that, but i dont know how those work...
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though..
I never thought about it. As I remember, DeeZire wrote it depends on chunks.
If yes, maybe the Player can put an affix on the Recycler and the affix has a specific range. So if the player has moved away, the Recycler won't get the affix.
Then the Recycler justs checks if it has the affix. If not, it will kill itself.
Well, I do not want to do the Hero more complex with unnecessary affixes. I believe that this skill could be as follows: Recycler cast the skill with two different effects: 1) Heal yourself for each friendly target(or only for Hero) in area (+HP in 10 sec) 2) Hurt yourself (-HP in 10 sec) 1 = 2
Recycler cast the skill with two different effects: 1) Heal yourself for each friendly target(or only for Hero) in area (+HP in 10 sec) 2) Hurt yourself (-HP in 10 sec) 1 = 2
Well, I hope that such skill is possible. You know, I'm not so good with skills. I can do something simple, but not like that. I just need to know whether this is possible or not.
Sorry I missed this. Yeah, this is totally doable with a skill. Is the item recombiner a Monster Unit? If it is, then a skill is probably the best to use. If it is actually a Prop or a Layout Preset (like a Chest), then it'd probably be better to go with a Layout (where you can set up the desired behavior through a logic function).
Here's the general template for the skill version:
###Skill1### -This can be a passive skill attached to the item recombiner
-Start with an infinitely looping layout that only hits PLAYER.
-In an OnUnitHit class, use an affix to add 1 to a custom stat (OurCustomStat) to the recombiner ---The custom stat should have a default of 1, max of 1, should decrement by -1 after 5 seconds and should refresh.
///This skill checks to see if the player is in range. If he is, the countdown to death does not start. If not, this gives the signal to start the 5-second countdown to DOOM.
###Skill2### -This needs to be a passive skill attached to the item recombiner
-In an EventStart class, use the Kill effect on the item recombiner.
-This skill should have a StatRequirement of OurCustomStat=0
///And voila, this skill kills the item recombiner if the other skill hasn't hit a player in 5 seconds.
Would it be possible to duplicate the behaviour of randomly spawned enchanters? Where they will walk away and dissapear after you use them? I cant figure out where that behaviour is set though...
It's in the layout for the menu. MEDIA/UI/MENUS/INGAMEMENUS/ENCHANTER.LAYOUT
The logic group for enchanting activates the "send NPC away" input on "target validate" operator.
Well, I understood the main part, but I do not have enough experience to do that.
I do not know how this skill will identify range and the Hero. Also, I do not know is it possible "to hit" a friendly target? Are there examples of such skill? I guess something like Hex or Vanquisher traps?
Start with the ADVENTURER_HUNTER_FORTITUDE skill as a base (I can't remember if it's Hunter, Ranger, Marksman or what... but the ranged weapon skill). It's one of the ones I made for your mod.
The skill is already a passive. The skill already has an infinitely looping layout (the important part). -Sounds good, let's clone it. Clone all the elements referenced in the skill, or at least the skill and layout file. You can make new affixes.
But the skill counts enemies instead of players.
You need to open the cloned layout file referenced in the <String>File. -Select the Damage Shape element on the left. --There should be an Alignment property on the right. This should be set to Good. This will count any allied characters within the radius each loop. --You can also change the radius to the size you like.
The second skill is fairly simple. You could clone any passive skill and just keep the Event_Start class. Add the Stat_Requirement and change the Event_Start to apply an Affix with a Kill effect to the player.