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6 years ago
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I don't know if anyone has written about this before, but I haven't seen a separate topic on this issue.

In general, there are quite a few abilities in the game that don't do anything on their own, but only indicate the presence of a corresponding creature feature. That is, if you remove them, the creature will not lose its uniqueness. In general, these abilities can be divided into three groups:[/B]

1) Patterns (area attacks)
- Three-headed attack
- Six-headed attack
- Deadly spray
- Acid breath
- Dragon's breath
- Battle cry
- Whirlwind
- Cross attack

The patterns themselves, that is, the area of effect, damage, and other features, are defined in the creature file or a separate file, and the corresponding abilities are only needed to describe the patterns.
These abilities should be used together with the patterns to which they are linked.

2. Activated abilities
- All activated abilities of creatures, except for those added in the add-ons (with the exception of "Teleport other").

The fact is that these abilities are defined in the same place as combat spells, but they do not appear in the creature's skills automatically. It is not recommended to use them, as there is no other way to indicate their presence. But if it is really necessary, you can assign the "Sorcerer" ability to the creature instead and explain in the description that it can do this. Of course, it is not desirable to do this with some gremlins, but with archangels - why not.

3. Unused abilities
- Wall of swords (not a spell)
...

Application of dummy abilities:
1) Eliminating confusion
2) Separating "two-faced" abilities
3) New patterns

1) Even in the original game, there is some confusion in these abilities. For example, the pattern of fire-breathing hounds is unique and is not just a combination of "Three-headed attack" and "Dragon's breath", the pattern of "Three-headed attack" is the same as the pattern of "Deadly spray", but it is very different from the pattern of hydras with the same name. To separate the hydra pattern, you can rename "Deadly spray" and give it to fairies and cerberuses, leaving "Three-headed attack" only for hydras. Also, with the help of a dummy ability, you can give a special name to the pattern of fire-breathing hounds.
2) "Two-faced abilities" are, for example, "Evil Eye" and "Crushing Blow". They have their own effect (-3 luck; stunning and destruction of fortifications), but at the same time they describe a pattern (shot from the eye; 2x2 attack). Separating these abilities into two parts (description of the effect and the pattern) will allow you to give them to other creatures without confusion in the description.
3) If you want to create a new pattern, you can describe it using a dummy ability.

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