420 wrote...
According to the script "x2_inc_switches" the valid values for the local int X2_L_BEH_MAGIC (which must be set on the creature's blueprint) range from 0 to 100.(100 meaning 100% of the time and 0 for never).
Also keep in mind that your sorcerer needs charisma to cast spells.
-420
Good point with the blueprint, but if the creature is in placed manually into area, keep in mind that if he changes it in blueprint (or say palette) then he must drag the creature from blueprint again.
As for values:
x0_i0_generic.nss
nMagic = nMagic + AdjustBehaviorVariable(nMagic, "X2_L_BEH_MAGIC");
nOffense = nOffense + AdjustBehaviorVariable(nOffense, "X2_L_BEH_OFFENSE");
nCompassion = nCompassion + AdjustBehaviorVariable(nCompassion, "X2_L_BEH_COMPASSION");
Also when doing community patch and trying to fix some AI issues I found out that value of 100 don't have to work because nOffense or nCompassion may contain values much higher than 100. Thats why I adviced 9999.
oh, yea charisma... creatures need sufficient caster ability score to cast spells unless you set the spells via special ability tab where they can cast without it
if neither charisma was the problem, send me that creature via some web service and I take a look
Modifié par ShaDoOoW, 23 mars 2011 - 11:55 .