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How do I make intelligent clerics, druids, wizards and any pure spellcasting or semi-spellcasting class?


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#1
Renton007

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I already know how to make these classes in toolset as hostile enemies. Right now I'm trying to make a cleric that intelligently casts all protective spells at the very beginning of the battle, and then fight the player or cast more offensive spells. But he doesn't. He casts Protection from Elements and then fights the Player by melee even though he has more offensive and defensive spells to cast. How does one fix this?
Oh, and how do you do the same thing without the melee with a sorcerer or wizard?

#2
TSMDude

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There is a switch for Fast Buff which you use then give him speels you WANT him to cast. There is a few other methods as well.



Way back in the day I did look at this but it has been awhile maybe it will help you too.



http://nwvault.ign.c....Detail&id=1071

#3
Renton007

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I installed the script and now my cleric doesn't even cast spells at all.

#4
TSMDude

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Did you just plug it in or did you actually follow the directions? There is numerous AIs on the Vault you can look through. The talent FAST BUFF is not a spell per say. What it does is just as it sounds, when triggered by perceiving a hostile enemy at a default of 40 m away it auto buffs itself.



This then allows you to set up spells to use. Not trying t confuse so much as say you need to delve into th script a bit better or even look through one of the AI Packages on the Vault like say...Tonk Ks or Jasperres or some sorts.



I truthfully like using one of my own as then i can scale it to my needs. Yet if you do not have the time nor inclnation to do that then search out both those systems. I did not mean for you to install the script so much as read how it was done. If your just looking to install something then the aforementioned packages would help you better.

#5
Renton007

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Well, I don't know how to do any of those things. All I knew how to do was load the .erf into the module. I couldn't do anything else because the website with the instructions on how to properly install it is gone.
I typed Tonk Ks and got a gambling script only. I got no result for Jasperres.

Modifié par Renton007, 05 août 2010 - 04:58 .


#6
TSMDude

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http://nwvault.ign.c....Detail&id=3675

http://nwvault.ign.c...d=15260&id=1600

http://nwvault.ign.c...d=15260&id=2316

#7
Renton007

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Hey, thanks alot TSMDude. Jasperre's Ai worked well, and it was easy to install and configure. My cleric is now casting spells, but my fighter keeps on interrupting them. I think I'll have to make her harder.

Is there any advice you can give me that can balance the spells out? Because I put 4 points into Hammer of the Gods, 1 point each for Darkfire and Protection from Elements, three points for Inflict Serious Wounds, and 5 points in Inflict Moderate Wounds. She's only casting the Inflict Wound spells though. What can I do to make her buff with Ptection from Elements and Darkfire first?

#8
ChaosInTwilight

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You can't make a good intelligent cleric.  You have to make a Wise cleric.    Duh.

I jest.

Jasp's has a switch in the script so that you can turn on/off an unlimited amount of low level spells. I.E. "Unlimited Magic Missile Mages" 

You probably have this on without meaning to.  If its on, its probably i the critters OnSpawn Event somewhere.

#9
Renton007

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I found Flag_Fast_Buff_Enemy which allows the hostile to cast protective spells first. How do I turn this on and off?

This is the code in the script.
//SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);
        // When an enemy comes in 40M, we fast-cast many defensive spells, as if prepared.

Modifié par Renton007, 05 août 2010 - 08:49 .


#10
Shadooow

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This is not normal. I know lot of guys had this issue but not me...



Do your cleric have combat casting?

#11
Renton007

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No, Shadow. She has Weapon Focus (Mace) though.

#12
Shadooow

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Since you installed jasperr AI it does not matter anymore, but I think it could be because of that feat missing.

#13
Renton007

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You're right Chaos, the unlimited level 1 spell is turned on, but I can't find it in the script. Oh and I had a previous question about the automatic buffing code in the same script. I posted the code above.

My wizards and clerics only cast offensive spells now. They don't use their protective spells at all too.

Modifié par Renton007, 05 août 2010 - 09:27 .


#14
TSMDude

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Renton007 wrote...

I found Flag_Fast_Buff_Enemy which allows the hostile to cast protective spells first. How do I turn this on and off?

This is the code in the script.
//SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);
        // When an enemy comes in 40M, we fast-cast many defensive spells, as if prepared.



//SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);

Those forward slashes? Remove them.
So it looks like this.

SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);

Also in Jasp if I remember correctly you can toggle them to be Spellcaster vs Fighter. Honestly would remove the Weapon Focus as this will make them switch to the weapon anyhow. The game does a natural progression between what it sees as "better" to worse. Another way to do it is to NOT give the spellcasters any missle weapons BUT toggle them as archers or what not and then they will stand back or try and get away to lob spells instead of closing for combat.

Modifié par TSMDude, 05 août 2010 - 09:35 .


#15
Renton007

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Okay, I'm trying a wizard now. Now, when she spawns her two buffs are already casted, but she just stands there and does nothing now, and when I engage her she casts low level spells and ignores AoE spells.
I turned thess on as well:

// For these 2, if neither are set, the AI will choose AOE more if there are
// lots of enemies, or singles if there are not many.
SetSpawnInCondition(AI_FLAG_COMBAT_SINGLE_TARGETING, AI_COMBAT_MASTER);
// For Same-level spells, single target spells are used first.
SetSpawnInCondition(AI_FLAG_COMBAT_MANY_TARGETING, AI_COMBAT_MASTER);
// For Same-level spells, AOE spells are used first.

I even tried the same thing with my cleric, minus the two activiations I just listed here in a brand new test module. Her protective spells were there, but she stood there and did nothing. I hacked away at her for five seconds and then she finally casts spells at me, just like my wizard. And all I did this time was use the pre-buff protective spells activation which you showed me how to activate earlier. I have no idea what's wrong.

Modifié par Renton007, 05 août 2010 - 11:32 .


#16
ChaosInTwilight

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Renton007 wrote...

// For these 2, if neither are set, the AI will choose AOE more if there are
// lots of enemies, or singles if there are not many.
SetSpawnInCondition(AI_FLAG_COMBAT_SINGLE_TARGETING, AI_COMBAT_MASTER);
// For Same-level spells, single target spells are used first.
SetSpawnInCondition(AI_FLAG_COMBAT_MANY_TARGETING, AI_COMBAT_MASTER);
// For Same-level spells, AOE spells are used first.


So you told it to use Both AOE spells, and Non-AOE spells before um...         Non-AOE spells and AOE spells?

If the directions to get somewhere say to turn Both left, and right at the same street..   People will have trouble getting there too.

#17
Renton007

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I see where I went wrong with that. This time I only chose one of them: For Same-level spells, AOE spells are used first. In conjunction with: When an enemy comes in 40M, we fast-cast many defensive spells, as if prepared. My cleric still stands there doing nothing.
Oh yeah, did I mention that I made my cleric spawn in a unique encounter?
It's very weird because when she in spawned from the encounter, her buffs are there, but she doesn't do anything.
When I paint her on the map, her buffs aren't there, but she acts properly. You know, casting AoE spells, fighting intelligently. Weird...

Modifié par Renton007, 06 août 2010 - 12:56 .


#18
TSMDude

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Does she cast invisible?

#19
Renton007

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No, she doesn't. However; I think I've come to a solution. I created a new cleric specializing only in offensive spells. I created a new encounter, and when I went over the trigger she began fighting properly. It turns out those two activations hindered her from acting properly. In case you're wondering, she's a custom vampire cleric. :)

All I did to make her tougher was just to increase her hit points alot, so it takes longer for players to defeat her. I guess I could try increasing her AC too.

Thank you all for your patience with me. I really appreciate it. :)

#20
henesua

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I am curious about the discussion above as I ran across the same problem setting up a new summons which can only cast spells. The solution was to set the local int X2_L_BEH_MAGIC with a value between 50 and 100. That ensures that my new celestial summons will primarily cast spells.

Is there a problem with that strategy?