Spell casters don't wait for existing sustained effects to expire before re-casting them?
Franpa
Member Posts: 637
Seems like they just cast spells multiple times a.s.a.p without caring if a previously cast instance of the spell is still in effect. The scripts I believe should keep track of how long a spell lasts for and only cast the same spell more then once when the amount of time the spell lasts for, has expired
(Script doesn't care who is affected by it, only how long the spell lasts for. This prevents dumb situations involving unaffected party members moving within casting range of the caster before the previously cast spell expires, but after it was cast).
(Script doesn't care who is affected by it, only how long the spell lasts for. This prevents dumb situations involving unaffected party members moving within casting range of the caster before the previously cast spell expires, but after it was cast).
0
Comments
IF
!GlobalTimerNotExpired("BranHold","GLOBAL")
See([ENEMY.HUMANOID])
CheckStatGT(LastSeenBy(Myself),3,LEVEL)
HaveSpell(CLERIC_HOLD_PERSON)
!StateCheck(LastSeenBy(Myself),STATE_HELPLESS)
!StateCheck(LastSeenBy(Myself),STATE_SLEEPING)
!StateCheck(LastSeenBy(Myself),STATE_STUNNED)
THEN
RESPONSE #100
Spell(SecondNearest([ENEMY.HUMANOID]),CLERIC_HOLD_PERSON)
SetGlobalTimer("BranHold","GLOBAL",60)
END
It can be done but you pretty much have to do it for yourself or download a script someone else wrote and makes available.