Has this been done? I have been looking but I have not found anything as of yet.
There is a function TalentAdvancedBuff() in x0_i0_talent that does this. If you want it to happen unconditionally, or fine-tune it, just copy the core code into a new script.
If you use LevelUpHenchman() to scale your casters, remember to set the switch that memorises all spells without rest.
Won’t the NW_FLAG_FASTBUFF work in the same way?
NW_FLAG_FAST_BUFF_ENEMY?
My understanding is that works on spawn, which is OK if all the casters are generated by encounters, but the OP doesn’t specify that either way.
Every creature runs OnSpawn script. And it is not cast on spawn, but when combat AI is called first time afaik.
Simply add a variable on your creature with
name: NW_GENERIC_MASTER
type: int
value: 67108864
or when the module loads - in any case, the OnSpawn script will fire even for placed creatures.
OnSpawn is called when module loads for preplaced creatures yet, but I was referring to the “fast buffs” in the sentence you quoted. I am not aware of fast buffs getting applied to NPCs using it OnSpawn unless they are placed into area with preplaced enemies as well, but that is still not OnSpawn, the code is ran when the creature sees and engages an enemy.
Ah, man. Thanks for the replies guys. Thanks for the info.