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1st step on scripting for NPCs : Skills

This is for customizing the behavior of a given NPC (either Monster or Elite or Boss or whatever). You can set what skill is casted, when, with which probability and such.

 

 

* How to Script *

 

=> Each NPC for which you want skills to be customizable, must be defined in npc_skills.xml (<npcskills npcid="ID"> ).

=> Each <npcskills> block can contain two kinds of child elements, one for normal skills, one for unique skills. Unique skills are casted by the boss once during the fight, and are very powerful.

==> Syntax:

==> <npcskill abouthp="true" probability="25" skilllevel="10" skillid="16434' id="1" min_hp="50" max_hp="70" />

==> NPC skill, will cast skill id #16434 with lvl. 10, only while NPC HP are between 50% and 70%. During that phase, the NPC has a 25% probability to cast the skill successfully and hit.

==> You can set abouthp="false" to make that skil a continuous skill (means will be casted during the whole fight, with 25% prob.)

 

==> <npcuniqueskill skillid="17834" skilllevel="1" hp_percent="30" />

==> NPC unique skill, will cast skill id #17834 with lvl.1, as soon as NPC HP goes under 30%.

 

For more info, please read XSD file.

 

* How to install *

 

Apply this patch on AU trunk r2302 and build. You can then start customizing NPC skills as described above.

 

DP Developers should now be able to inject data so we will have retail-like instance bosses ...

 

NPC Script  Skill

 

 

* Different Guide*

First step on bosses skill parser

xtnm (author)

First implementation of scripting for dynamic npc skills

xtnm (author)

abouthp directive implemented

xtnm (author)

Message is sent to all nearby players while casting unique skill

xtnm (author)

Bosses have their castedUniqueSkills cleared onDie

xtnm (author)

 

Bosses Skill Patch

 

Not tested.

 

 

Credits:Mine

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