Comments (1)
Probably relevant note, there is the MC_NPC_PICK_TARGET callback that runs after the whole target selection is completed, provides the npc and the target that the game chose, and allows returning a different entity to change the target.
It can't do the "invalidate a player as a valid target" thing (apart from just returning a different target yourself), which would probably require patching into the spot where the game decides whether or not a given player is a valid target, so that it could go on to choose a different target? Though there's also stuff like familiars or other enemies being selected as the target to take into account.
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Related Issues (20)
- MC_POST_RENDER_PLAYER_HEAD/BODY HOT 1
- GetNeptunusCharge() (And maybe SetNeptunusCharge()?) HOT 1
- Smelted Trinkets tag in players/challenges.xml
- Ability to add 'innate trinkets'
- [Bug] PRE/POST_PLAYER_ADD_HEARTS callbacks are not triggered by bone hearts
- ANM2 merging for content files
- EntityTag enum has a bugged name HOT 1
- Sprite related methods in CharacterMenu does not respect modded characters.
- (Feature Request) Action to Button and vice versa HOT 1
- EntityPlayer:GetFamiliar(variant, subtype = -1) HOT 3
- Spawning duplicits quickly crashes the game and locks the run. HOT 1
- Prevent crashes from simple stage command typos (example: "Stage1") HOT 4
- (Potential Bug) MC_PRE_PLAYER_RENDER not flickering when player takes damage HOT 2
- Custom Characters not appearing in Character Select and Major Fps Drop HOT 7
- Running long cursemasks from the console causes crashes
- player:GetFootprintColor() always returns a color with a Blue value of 0, as of the last update HOT 1
- New version has troubles with save files HOT 2
- Function to reset the list of one-time spawns in a room
- Installer fails to install HOT 1
- Suggestion: Add new items.xml tag "nometronome"
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