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View Full Version : Questions to KLS about recent additions


ChaosSlayerZ
05-24-2011, 10:42 PM
-Added NPC_TUNNELVISION 't' (Things that aren't the main target will generate hate * Aggro:TunnelVisionAggroMod instead of full hate. -Added NPC_NO_BUFFHEAL_FRIENDS 'n' (Wont buff or heal his friends) -Added NPC_INTELLIGENT 'i' (Placeholder while i implement it) -Added NPC_STUPID 's' (Placeholder while i implement it)

could elaborate more on each of these new flags please?

Also
ok buffheal is self explanatory, but is it possible to separate buffs and heals somehow into 2 different flags/rules? (there is a rule for the in Db too)

The reason I am asking, is cause I am running into a following issue:
-I naturally do want mobs to buff and heal each other. But what happens is that npc casters spend so much mana buffing mobs around it, that it barely have any mana left to fight the player.

If i disable the buffing, I also disable the healing, which is also bad.

So ideally, without reserving to giving npc huge mana pools and mana regen, I would like npc to heal, but not buff, if possible.


thanks!

KLS
05-25-2011, 02:59 AM
Intelligent and stupid don't do anything yet but I have plans (they will make npcs react differently in combat). I have plans for intelligent flagged npcs to pick their spells to cast on targets other than max hate as well as reserve certain abilities to use at opportune times but i don't have it implemented yet. Stupid is conversely a npc that will be stupider than normal.

Tunnelvision is basically the npc only generates 100% hate on their main target and less hate for everyone else. It 'tunnelvisions' on that target making hate swaps harder to perform.

KLS
05-25-2011, 03:00 AM
Also! I added a mana field recently as well if you're finding your npcs are low on mana you can just set it so they have a lot more instead of it being tied to int!

Kayen
05-25-2011, 04:37 AM
Also! I added a mana field recently as well if you're finding your npcs are low on mana you can just set it so they have a lot more instead of it being tied to int!

Excellent, and well over due.

ChaosSlayerZ
05-25-2011, 11:02 AM
oh KLS, 1 more thing

is it possible to add a flag to make npc immune to Lull spell lines?
I think it was requested long time ago but forgotten :)

so npc cannot be splited away from his friends, without giving him insane magi resist

thanks!

Kayen
05-25-2011, 06:14 PM
If you want to prevent an NPC from being lulled, just use a sub EVENT_CAST_ON script that fades buffs by lulls spell effect ID, works fine.

ChaosSlayerZ
05-25-2011, 07:10 PM
will work I guess. thanks!

KLS
05-27-2011, 01:40 AM
That works but I might add a way to further add npc immunities not sure time dependant.