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Smart Casting?

Discussion in 'UO Enhanced Client Discussion' started by Caelas, Apr 21, 2010.

  1. Caelas

    Caelas Guest

    Is there some sort of Smart Casting option that can be turned on? I noticed a lot last night that when I went to cast a EV or Colossus I had a corpse targeted, and of course trying to summon a follower out of a corpse doesn't work all that well...neither does trying to flamestrike a corpse. It's dead already, bub...no need to flamestrike a corpse unless it's a pig. MMMM BACON! :thumbup1:

    Is there a way to get the client to understand that certain spells can't / shouldn't be cast on a corpse, living being, or object? Some logic like below:

    Followers: ground only
    Cure, Heal, Buffs: Friendly target, cursor target, self
    Damage: living beings
  2. Cloak&Dagger

    Cloak&Dagger Guest

    it should be possible for the most part to distinguish the difference between beneficial targets and enemy targets. but the other not so much....Since it has to cast the spell before actually knowing. Well wait, now what I said does not make sense.

    Let me put it more like this, it is possible for them to code the queuing system to know what spells should be cast on the last beneficial target, or the last enemy target. But neutral spells would just be cast at the last location clicked, since it has to cast the spell to know if the location is valid or not.

    I suppose they could have it how you want it, but it would cause a delay by all means that I can see or think of. It would be a comparison of storing a beneficial target, storing a harmful target, storing a neutral target. Then when you cast a spell it would just queue the proper target, vs what you suggested in that "cast spell, check to see if last target is valid, cast spell, or don't cast spell" I guess they could do it how I just described and then add the second way for summons, since it sucks to have to recast when the last target was a corpse or area you can not cast.