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Enhanced Powergaming Scripts


Guest morpheus562

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In their current versions, SCS and IWDification use the same library to install the IWD spells (IWDification is a little bit ahead with a few more bugfixes, but SCS will get these whenever David gets to the next release). However, they slot the spells dynamically into the first open spots, so you can't rely on, e.g. Iron Body always being spwi801 or whatever, though you can rely on Iron Body being installed. You'll need to use IDS lookups if you need the actual file name or, if you're scripting, use them by their symbolic names.

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Thanks for the great scripts @morpheus562! I used the basic script for buffing, the last time I played IWD.

I am now playing BG2EE using the MO-CORE script on all my characters, but I can't tell if it's working in combat. If I understand this right, when entering combat, my MC and party members should basically play themselves? They know what potions to drink, what spells to use, and who to attack? I am not at a high enough level to see if they will automatically remove protections from a caster using something like breach. My melee characters seem to do their own thing, but my casters  sit idle, so I just micro their spells as usual. Just want to make sure I understand the MO-CORE script.

Edited by LV426
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4 hours ago, morpheus562 said:

Which version of my scripts are you running? If you are using the unreleased v7.0 found on github, then that is expected behavior. With v7.0, I am testing for non-dual/multi classed wizards and sorcerers to only attack if they have Melf's Minute Missile or a ranged weapon equipped. Otherwise, my scripts do not cast offensive spells because I believe those should solely be chosen by the player.

I am running v6.4; Just downloaded it the other day. If it matters, my MC is a single class kensai and my other party members are Jaheria, Minsc, Yoshimo, Aerie, and Jan.

So casters won't use offensive spells, but will automatically remove defenses on enemies if they know the necessary spell (breach). As for melee, they will pick the best targets and attack / use abilities as necessary?

3 hours ago, morpheus562 said:

On a related note, is there a desire from users of these scripts for them to cast offensive spells? I am debating maybe to use Insect Plague under specific circumstances, but what about other spells?

I think this is a great idea, if it's even possible! Personally I like to micro my spells when playing my MC, but if you could write script to make other casters use offensive spells, that would be very cool.

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18 hours ago, morpheus562 said:

On a related note, is there a desire from users of these scripts for them to cast offensive spells? I am debating maybe to use Insect Plague under specific circumstances, but what about other spells?

Personally, I don't like when a script wastes precious casting slots in a fight, especially if it can be won without.. That is, of course, because I'm used to the vanilla scripts that fire up spell after spell at lv 1 bandits. Even if a very good script could evaluate enemies's difficulty and be appropiately conservative, I think I'd rather just have it cure debuffs, at the most.

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