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
Settings a MOB's skill levels
What level is neccessary for specific skill ranks than?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).
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?
-S
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- Sword Grand Master
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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
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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- Sword Grand Master
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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.
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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- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
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)
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)