How do I make intelligent clerics, druids, wizards and any pure spellcasting or semi-spellcasting class?
#1
Posté 05 août 2010 - 07:40
Oh, and how do you do the same thing without the melee with a sorcerer or wizard?
#2
Posté 05 août 2010 - 12:22
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
Posté 05 août 2010 - 04:32
#4
Posté 05 août 2010 - 04:41
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
Posté 05 août 2010 - 04:46
I typed Tonk Ks and got a gambling script only. I got no result for Jasperres.
Modifié par Renton007, 05 août 2010 - 04:58 .
#7
Posté 05 août 2010 - 07:04
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
Posté 05 août 2010 - 07:36
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
Posté 05 août 2010 - 08:47
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
Posté 05 août 2010 - 08:48
Do your cleric have combat casting?
#11
Posté 05 août 2010 - 08:50
#12
Posté 05 août 2010 - 08:52
#13
Posté 05 août 2010 - 09:11
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
Posté 05 août 2010 - 09:32
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
Posté 05 août 2010 - 09:59
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
Posté 06 août 2010 - 12:32
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
Posté 06 août 2010 - 12:45
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
Posté 06 août 2010 - 12:58
#19
Posté 06 août 2010 - 01:19
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
Posté 15 juin 2012 - 06:35
Is there a problem with that strategy?





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