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Posted

npcdata.txt at this section

 

skill_list={@s_race_undead;@s_perfect_resist_shock;@s_full_magic_defence}  (baium example)

 

And u must create ai for it too in ai.obj

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Posted

That's not correct.

 

Skill_list contains mostly passive skills that added to the creatures acquire_skill_list.

 

 

If you want to the creature to CAST A skill, you must write AI code that defines when and where to cast it.

Monsters have different classes of AI - where there's a variable that defines what skill is cast at X condition.

 

Example:

npc_ai={[shade_horror];{[MoveAroundSocial]=110};{[MoveAroundSocial1]=110};{[MoveAroundSocial2]=110};{[DeBuff]=@s_npc_slow1}}

 

NPC calls AI class shadehorror - uses some params called move aroundsocial to determine how to "move around in territory" - and has a var called DeBuff.

Debuff links to a skill called s_npc_slow1 - which is cast based on the conditions found in the AI of shade_horror.

 

(Or more likely, in one of it's father classes).

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Posted

That's not correct.

 

Skill_list contains mostly passive skills that added to the creatures acquire_skill_list.

 

 

If you want to the creature to CAST A skill, you must write AI code that defines when and where to cast it.

Monsters have different classes of AI - where there's a variable that defines what skill is cast at X condition.

 

Example:

npc_ai={[shade_horror];{[MoveAroundSocial]=110};{[MoveAroundSocial1]=110};{[MoveAroundSocial2]=110};{[DeBuff]=@s_npc_slow1}}

 

NPC calls AI class shadehorror - uses some params called move aroundsocial to determine how to "move around in territory" - and has a var called DeBuff.

Debuff links to a skill called s_npc_slow1 - which is cast based on the conditions found in the AI of shade_horror.

 

(Or more likely, in one of it's father classes).

 

As I said he must make ai for it :). But your example is more detailed.

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