Settings a MOB's skill levels

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Stayne
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Settings a MOB's skill levels

Post by Stayne » Tue Apr 27, 2004 4:08 pm

Hi all -

How do I set the skill levels of a MOB? Or are they set by level/race/what? If the later - can you give me as much detail as possible and is it possible to modify them with specific settings?

Thanks in advance
-S
Dalvyn
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Post by Dalvyn » Tue Apr 27, 2004 6:06 pm

You can't set the mob's spell/skill level yourself, nor can you make the mob use a skill or cast a spell at a given skill level. The mob's skill levels are determined automatically by its level (and perhaps its class I guess).
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Stayne
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Post by Stayne » Wed Apr 28, 2004 1:49 am

Dalvyn wrote:You can't set the mob's spell/skill level yourself, nor can you make the mob use a skill or cast a spell at a given skill level. The mob's skill levels are determined automatically by its level (and perhaps its class I guess).
What level is neccessary for specific skill ranks than?
For eg. If I wanted to make a fighter mob who dual-wielded long swords, what level would I need to make him to be GM dual wield? Or does it not matter?
What about if I wanted a mage who cast spell using specific feats - like twin spell?

Or am I trying to make MOB's to tough?

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Tyr
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Post by Tyr » Wed Apr 28, 2004 2:21 pm

Assume that all mobs know all skills at GM.

As for feats, the higher level a mob is the more likely it is he will know a feat but the check is random and besides level there is nothing you can do to modify it.

Mobs do not have combat modes so there is no way to have them cast with metamagic feats. If you want a mage to "use twin spell" then simply have them cast the spell twice in the prog.

Tyr
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Dalvyn
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Post by Dalvyn » Wed Apr 28, 2004 2:32 pm

How do you make the mob cast the spell twice in the program ?

Using

cast 'lightning bolt' $n
cast 'lightning bolt' $n

won't work since the second spell won't be cast (the mob will still be chanting/whatever the first spell).

An mpcast command might help, but unless I'm mistaken, I don't think we have that one.
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Dalvyn
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Post by Dalvyn » Thu Apr 29, 2004 8:17 am

I do not know all the code details, but wouldn't it be more simple to have a command

mpcast (spell name) (victim) [skill level]

that would cast a spell with no lag and no echoes (like what we have for deities with holylight)?

Not only would that allow builders to use

mpcast 'lightning bolt' $n
cast 'lightning bolt' $n

to simulate twin spells, but it would also enable builders to simulate spell-like abilities (poisoning spiders, shocking eel, burning fire elemental, and so on)
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