Posted 24 July 2006 - 07:47 AM
A couple of corrections/additions:
AI_SPELLBOOK_ALWAYS_FIRE: this has nothing to do with increasing fire, it simply triggers the ability everytime the cooldown is over. I use it for warg howl and goblin poison blades in my mod.
AI_SPECIAL_POWER_CAPTURE_BUILDING: this simply enables a AI unit to capture buildings like outposts/inns, when it is near them.
AI_SPELLBOOK_STRUCTURE_BASEKILL: don´t use this for spells that can´t be targeted directly on buildings(like the balrog), the AI will often try to cast that spell directly on top of the building, so it won´t work unless the building gets destroyed some other way.
AI_SPELLBOOK_STRUCTURE_BREAKER_PREF_WALLS : Similar to the above that doesn´t work well. You can witness that this doesn´t work well sometimes with an elven AI. It often summons ents directly after a fortress goes down on the spot where the fort used to stand. Works pretty fine for wyrms though.
AI_SPELLBOOK_ARMY_BREAKER :
This is probably the most useful one. It works great for everything where you want to target a bunch of enemy troops with an ability that has a good range. In my mod I use it for dragon teleport, balrog wings, ranger longshot and the fortress abilities like wizard tower/gorgoroth spire.
AI_SPECIAL_POWER_BASIC_SELF_BUFF:
This seems to trigger when the unit is on roughly half health, not when it is surrounded so for boosts with a rather low cooldown, you may rather want to use always_fire.
SpecialPowerRadius : My testing suggests that this is actually a range parameter, which determines how far the target unit can be away from the casting unit.
So for abilities that are used in close combat you want a very low radius, e. g. wormtongue´s backstab has 50 and works, whereas morgulblade has 100 basegame and doesn´t seem to work.