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mijimoe
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Post subject: Question on spellcasting NPC's.... Posted: Wed Mar 01, 2006 5:09 pm |
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Joined: Fri Feb 17, 2006 7:31 pm Posts: 22 Location: Saint Paul, MN
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I am trying to make the spellcasting NPC's that are on the shard I manage a bit more "intelligent" and have been trying to locate a way to get certain "mages" to cast only particular spells and nothing more. For instance, in the example listed below I want the npc template called "chaoswizard" to only cast bladespirits (for a test). Here is the template that is found in the npcdesc.cfg file:
NpcTemplate chaoswizard
{
Name <random>, Chaotic Wizard
script spellKillPCs
ObjType 0x190
Color 33770
TrueColor 33784
Gender 0
STR 60
INT 70
DEX 75
HITS 120
MANA 100
STAM 75
MagicResistance 90
Meditation 100
Provocation 100
Tactics 70
Macefighting 71
Magery 105
evaluatingintelligence 100
spell bladespirit
AttackSpeed 30
AttackDamage 4d4
AttackAttribute Macefighting
AttackHitSound 0x142
AttackMissSound 0x239
damagedsound 0x155
idlesound1 0x12c
idlesound2 0x12d
AR 10
lootgroup 48
alignment evil
dstart 10
saywords 1
CProp Equipt schaoswizard
CProp Karma i-25
CProp Fame i25
AttackHitScript :combat:wrestlingHitScript
}
In the template itself I have added the "spell bladespirit" field in order to get them to cast this spell (but it does not seem to work). Does anyone have any suggestions or a template I could follow to better setup my mages to be more uniquely defined? Any help would be appreciated.
Thanks!
Mijimoe
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Tritan
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Post subject: Posted: Thu Mar 02, 2006 10:04 am |
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Joined: Sat Feb 04, 2006 8:17 am Posts: 146 Location: Illinois, USA
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Make sure in your spell property you are setting the correct path to the script for the spells you want them to cast.
_________________ 2nd place is the 1st loser.
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DevGIB
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Post subject: Posted: Thu Mar 02, 2006 6:06 pm |
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Joined: Mon Feb 06, 2006 6:12 am Posts: 93
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