Any way to improve the AI also? At the moment the only thing the basic AI seems to do is engaging the characters in counterattacking when they are attacked.
Edited by Zwolf, 17 July 2009 - 08:48 AM.
Posted 17 July 2009 - 08:47 AM
Edited by Zwolf, 17 July 2009 - 08:48 AM.
Posted 17 July 2009 - 10:41 AM
Is it possible to change the game in a way the characters don't take 3 seconds before they decide to move when the player give them an attack order and they get stuck in another character?
Any way to improve the AI also? At the moment the only thing the basic AI seems to do is engaging the characters in counterattacking when they are attacked.
Posted 17 July 2009 - 11:15 PM
I found it useful when the script tried to change targets when the current enemy is down. Less pausing, less work for me. Now, if only my characters attacked first...At the moment the only thing the basic AI seems to do is engaging the characters in counterattacking when they are attacked.
Posted 17 July 2009 - 11:23 PM
Edited by Zwolf, 17 July 2009 - 11:33 PM.
Posted 17 July 2009 - 11:28 PM
Posted 17 July 2009 - 11:30 PM
Posted 17 July 2009 - 11:55 PM
Posted 18 July 2009 - 03:42 AM
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
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Posted 18 July 2009 - 04:50 AM
I dunno, Displacer. I agree that the order you want to put the heals in is probably more useful a majority of the time, but that's still an AI improvement in my mind, rather than a fix. Someone could prefer the way it stands because they want to conserve the bigger heals for manual use. If you found something like "it uses bigger heals for less wounded characters, and lesser heals on more wounded", then I'd agree that's a fix. But the way it stands just makes Grace use her smallest heals before her bigger heals, but it still targets the most damaged party member first. That is, I think, a matter of preference rather than a "bigger heals first, otherwise it's broken".
I'm okay with letting the G3 AI improvement tweak stand as the go-to mod for folks who want improved AI.
Qwinn
Posted 18 July 2009 - 06:00 AM
Posted 18 July 2009 - 02:59 PM
The problem was she went after the least injured first with the least powerful spells, which caused the badly hurt to die while she was fussing with the people with scratches.
Edited by Qwinn, 18 July 2009 - 03:37 PM.
Posted 18 July 2009 - 04:05 PM
I think her healing while under attack is more in-character and more useful. Grace's attack is puny (1-3, I believe), and she can't hit anything that requires +1 weapons or better to hit, which later in the game is just about everything. There is nothing more useless she can do than attack physically, and if healing sends her running from her attackers even for a moment, that's a good thing. It should be at the bottom of her script - a last act of desperation after she's used up all her other spells. Because that's about all her attacks are good for.
The problem was she went after the least injured first with the least powerful spells, which caused the badly hurt to die while she was fussing with the people with scratches.
I do not believe this is the case. She will heal the -most- injured first with the least powerful spells. Yes, she will use Cure Light Wounds until she runs out of them, but she will target the most injured party member first, whether they are at 80% health or 9% health. This is most obvious when there's two roughly equally wounded party members... she runs back and forth between them casting a CLW on one, then the other, back and forth. This is because she does recognize who between the two is most injured.
Qwinn
Posted 18 July 2009 - 04:27 PM
Nope, the way the unaltered script is set up is she will target the first PC with less than 75% Hit Points, this could be 74% or 1%.
IF
InParty(Myself)
Global("PartyScriptsActive","GLOBAL",1)
Global("CombatScriptsActive","GLOBAL",1)
HPPercentLT(MostDamagedOf(Myself),75)
HaveSpell(CLERIC_CURE_LIGHT_WOUNDS)
THEN
RESPONSE #100
Spell(MostDamagedOf(Myself),CLERIC_CURE_LIGHT_WOUNDS)
END
Edited by Qwinn, 18 July 2009 - 04:34 PM.
Posted 18 July 2009 - 04:39 PM
Edited by Qwinn, 18 July 2009 - 04:48 PM.
Posted 18 July 2009 - 05:15 PM
Looking at her original script some more, she actually DOES defend herself before healing. Unfortunately. Or at least the script is set up to do so, not sure if that first block will always work (the object [ENEMY] is rarely used), but that does seem to be the intent.
As for her crossing the area to help TNO when he calls for help, no, she doesn't. One of the triggers is Range(Player1,6). That means he has to be quite close for her to respond with that trigger block, and seeing as it's at the bottom, she'd have to have nothing to heal in order for her to actually do so.
Something you may not be aware of when reading these scripts: the script is run repeatedly. When it finds a block that it can actually run based on the triggers, it executes that block and then, unless it ends with the line "Continue()" (which the AI scripts don't), it restarts the script from the top. So as long as the Cure Light Wounds block triggers and runs, it doesn't keep going down the script, it starts back up from the top and will never hit the Moderate or Heal or "oh noes TNO called for help" blocks. The only way it'll ever progress beyond the Cure Light Wounds block is if no one is hurt below 75% or if she simply runs out of Cure Light Wounds spells.
Qwinn
Posted 18 July 2009 - 05:24 PM
Edited by Qwinn, 18 July 2009 - 05:25 PM.
Posted 18 July 2009 - 05:55 PM
Edited by Qwinn, 18 July 2009 - 05:58 PM.
Posted 18 July 2009 - 06:05 PM
Edited by Qwinn, 18 July 2009 - 06:10 PM.