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Enhanced Powergaming Scripts


Guest morpheus562

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On 7/29/2023 at 9:03 PM, morpheus562 said:

I'm not really sure what you mean by not work? Do they crash the game, do you have no script features available, do they behave erratically? 

Sorry for the late reply, I didn't get the notification. 

The Bards simply don't cast spells, while other casters do. Unmodded Bards cast too.

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They don't have Bard Song ability. That's intended as per the mod Might and Guile. They fight normally, switching to new targets after a kill. They don't cast spells during buffing, no offensive spells, no healing. Unmodded characters do. Same script, same setting.

These Bards use a different kind of spellcasting. Please see Might and Guile.

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Any idea what happened here?

WARNING enhanced-powergaming-scripts/baf/upload/mocore.baf - pattern not found:
IF
  OR(2)
    Global("MO_BUFF","LOCALS",1)
    Global("MO_LONG_BUFF","LOCALS",1)
  !StateCheck(Myself,INVOKE_COURAGE)
  HaveSpell(INVOKE_COURAGE)  // SPIN676.SPL (Invoke Courage)
  !CheckStatGT(Myself,0,CLERIC_INSECT_PLAGUE)
  !StateCheck(Myself,STATE_POISONED)
  !StateCheck(Myself,STATE_SILENCED)
  !CheckSpellState(Myself,WILD_MAGIC_AREA)
  !CheckSpellState(Myself,DEAD_MAGIC_AREA)
THEN
  RESPONSE #100
    ReallyForceSpell(Myself,INVOKE_COURAGE)  // SPIN676.SPL (Invoke Courage)
    RemoveSpell(INVOKE_COURAGE)  // SPIN676.SPL (Invoke Courage)

WeiDU.log

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I tried these for the first time, and they are indeed pretty sweet. I'm mostly a manual control kind of player myself (not looking to automate combat, am looking to automate some of the repetitive "busywork" aspects of the game that don't require decision-making), but the prebuff scripts are great, and I especially appreciate that "all buffs" and "long duration buffs" are on separate hotkeys. Also the ability to choose normal casting speed is great, since I find the "Improved Alacrity" SCS alternative a bit immersion-breaking. Not having every character cast their cure spells to overheal the same person is a nice fix for another SCS party AI pet peeve, as well.

A couple of issues I noticed while testing the scripts:

1. According to the changelog, bards should be able to attack while singing if they have an extended song duration from some source. However, this doesn't seem to happen - I can give Voghiln targets manually and he'll attack, but once the target is gone, he'll go back to singing instead of selecting a new one even if (thanks to the Bard Hat) the song is still active and doesn't require refreshing. This seems unintended, since there is no difference in behavior between having the Bard Hat equipped and not. The Bard Hat was the reason I started looking for better scripts to begin with: I wanted to have a script that renews the bard song automatically once it expires (or better yet, just before it expires) but otherwise works like the regular "attack enemies" script.

EDIT: I didn't notice that the changelog actually says this requires a component from Skills and Abilities. However, it would be nice if it worked with the Bard Hat as well.

2. When, say, Jan or Glint is using his default script, he will occasionally say that he senses invisible enemies and will attempt to detect them. He will then stop attacking to activate detect illusions... only to then deactivate it before it actually ticks. This behavior will be repeated uselessly over the battle, interrupting my manual orders but never actually dispelling anything. On the other hand, when he is set to continuously detect illusions during combat, he cannot be commanded to attack - the script will override the manual command (and he will still occasionally stop detecting for reasons I can't determine).

Is there or could there be a setting that, for example, lets manual attack orders override the DI script until the target is gone ? Or better yet, lets the manual DI setting override the attack script until it's turned off. Or to have a key toggle specifically for DI, so I don't have to cycle through all the character's other special abilities with "V" to turn it on and off (someone like Glint has so many that cycling the modes in combat actually interferes with giving orders to other party members, since it cannot be done while paused)? For a single class thief, I could just use the "Thief Controlled" script for that instead, but then I won't have auto-buffing for a caster/thief...

3. The "K" key doesn't seem to work: it will switch a character to group buff if solo buff is selected from the menu, but not from group to solo buff (though the text for it will appear over their head). For my Charname, it doesn't even do that. A trivial issue, but thought to mention it anyway.

Appreciate your work!

Edited by ScrierOne
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