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https://imgur.com/a/jQRMRp0
There is an image that shows after I loaded in your rule, my Melilith successfully cast Miasma on the enemy, then death arrow. A video doesn't help me (and I would rather play Elin than troubleshoot tbh). It might be a mod load order issue, or something beyond my control (and without logs, it's really nothing I can do). Also your imported example caused no lag on my side with my PC, and I have >150 mods.
Thanks for response. Thats what I thought, top down, first rules valid will be executed.
I have added fallback to vanilla, and a very simple rules: https://pastebin.com/JiPyi9yZ
Still fail to execute. Let me figure out a way to screen recording. Also the lag only happen when first rule fail. I have tried to load area with very small number of enemy, no summoning.
AWESOME,
thanks for testing and confirming!! appreciate it
I've confirmed the issue has been resolved!
All the MODs you create are so interesting! I'm rooting for you! Thank you!
I also think you misunderstand how the mod works. I didn't change the behavior from the original mod in the regard you are talking, this is what description says:
* Each instruction in the list is checked from top to bottom, and the first one with a valid condition is executed.
And that's what your rules are doing. The lag, may be many AI on screen but may want to test original too for that.
If you want something more dynamic, try this: https://pastebin.com/spr11zCd
That reads: If Enemy HP <= 100% AND Enemy Distance < 3, Attack (Melee) Target.
If NPC cannot do that, it then tries to cast hero on player. if it cannot do that, it moves to the player. If you do not enable vanilla fallback, sometimes they will just stand. That is base mod behavior.
>> What is the difference between target vs enemy when npc cast attack spell?
Can I see specific rule? Question is not specific enough. I have export feature, please use it and use pastebin
The original code is open source, you're free to take a look and I can decompile mine to check or fix anything :)