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<h4>General Notes</h4>
Answers to the questions on the second page of the thread would be nice. [img]tongue.gif[/img] There are now 5 different AI Scripts. - Archer - Bard (BETA) - Cleric/Ranger - Mage (BETA) - Paladin ---- ---- <h4>Updates</h4> 18 Jan 2004 **** - The IWD_C-R AI Script has gone "gold" [img]tongue.gif[/img] - Improved targetting behaviour for IWD_Arch - Bug fixed in the handling of Holy/Unholy Smite and the Wall of Moonlight - Chars are now capable of using items from Potion Bags or Scroll Cases - IWD_Arch now supports Potion of Mind Focusing and Potion of Power - IWD_Arch will detect traps when not busy - IWD_C-R now supports Cloudburst (versus Frost Salamanders), Firestorm, Holy Word, Impervious Sanctity of Mind, Stalker, Sunray and Unholy Word - IWD_C-R now supports all scrolls of Holy Smite and Flame Strike, and the Wand of the Heavens - IWD_Pala now supports Defensive Harmony - IWD_Pala now supports Potion of Cloud Giant Strength, Potion of Frost Giant Strength, Potion of Invulnerability, Potion of Magic Shielding and will favour Trollslayer and Three White Doves when appropriate (weapons must be in the Quick Weapon Slots) - IWD_Bard/Mage now supports Chain Lightning, Chaos, Domination, Feeblemind, Lower Resistance, Otiluke's Freezing Sphere, Power Word: Blind andSeven Eyes - IWD_Bard now supports The Song of Kaudies (against Wailing Virgins) and Tymora's Melody (against Greater Mummies). When no enemies are present, and no party member is hurt, Bard will sing Tymora's Melody instead of The War Chant of Sith - IWD_Mage also now supports Monster Summoning VII, Power Word: Kill, Soul Eater, Suffocate and Sunfire - IWD_Mage now supports Potion of Clarity 11 Jan 2004: **** - Minor edits to handling of Physical Combat for IWD_Pala. - Logical error corrected in the handling of ranged attacks for IWD_Arch, IWD_Bard, IWD_C-R and IWD_Mage. - Streamlining of some spell code blocks. - IWD_Pala now supports the Potion of Hill Giant Strength, Potion of Stone Giant Strength, Potion of Herorism, Oil of Speed, Blur Deck, Oil of the Serpent's Scale and Flaming Oil - IWD_C-R now supports all scrolls of healing, Blur Deck and Potion of Invisibility. - IWD_C-R now supports Greater Command, Animal Summoning II, Animal Summoning III, Giant Insect, Animate Dead, Conjure Fire Elemental, Flame Strike, Produce Fire, Sol's Searing Orb, Entrophy Shield, Free Action and Exaltation. - IWD_Mage now supports Potions of Invisibility. - IWD_Mage now supports Animate Dead, Confusion, Emotion: Courage and Emotion: Hope. - IWD_Bard now supports Potions of Invisibility, Bardic Horn of Valhalla and the Jester's Bag of Holding. - IWD_Bard now supports Dispel Magic, Haste, Emotion: Courage, Emotion: Hope, Mordenkainen's Force Missiles and Vitriolic Sphere. - IWD_Bard now supports The Tale of Curran Strongheart. 04 Jan 2004: **** - A passive Bard AI script has been added. - Level 3 spells added to the IWD_Mage script. Flame Arrow, Ghost Armor, Haste, Icelance, Lance of Disruption and Slow. - Certain edits in the handling of AoE party buffers for the IWD_C-R script. - Extended the delay inbetween casting of Moonblade to 24 rounds. - Slight edits in the handling of defensive spells for the IWD_Mage script. 20 Dec 2003: **** - Handling of ranged attacks improved for IWD_C-R and IWD_Mage. - Archer AI Script updated. More redundant code-blocks removed. - New spells added to IWD_C-R. Call Lightning, Miscast Magic, Moonblade, Remove Paralysis, Defensive Harmony, Wall of Moonlight, Chaotic Commands, Flamestrike, Righteous Wrath of the Faithful. To find out more, refer to the spell list below. - Extended the delay inbetween casting Alicorn Lance to 4 rounds. - Edited the Hold Person codeblock and Charm Person or Mammal codeblock to avoid usage of such spells on invalid targets. - Removed "The War Chant of Sith" from IWD_Mage until further notice. - Bards using the IWD_Mage script will now stop their singing temporarily to attack helpless hostiles (they will check the nearest and second nearest hostiles). - Extended the delay inbetween casting Melf's Acid Arrow to 3 rounds. - Paladin now eats Goodberries during non-combat situations when appropriate. - Paladin will now use Potions of Firebreath. 14 Dec 2003: **** - Archer AI Script finalised. Redundant code-blocks removed. - New spells added to Cleric/Ranger. Remove Fear, Goodberry and Protection from Evil 10'. - Functions used to determine suitability of target for casting spells on improved. - Healing code-blocks recoded. Should pose no further problems now in the C-R and Pala scripts. - C-R will now eat Goodberries. - Draw Upon Holy Might timer extended to avoid an override bug - Smarter ranged attacks. Char now actively seek out helpless targets among the nearest 4 hostiles. - BETA Mage AI Script released. More details below. ---- ---- <h4>Archer AI Script, v1.03</h4> Ranged attacks are preferred to melee, seeking out nearby helpless targets first. Will heal self when injured. Items used, </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Antidote Elven Healing Wine Elxir of Health Goodberry Mummy's Tea Oil of Speed Philter of Purification Potion of Agility Potion of Extra Healing Potion of Firebreath Potion of Healing Potion of Heroism Potion of Invisibility Potion of Invulnerability Potion of Mind Focusing Potion of Power Potion of Regeneration Wand of Magic Missile</pre>[/QUOTE]---- ---- <h4>Bard AI Script, BETA v1.02</h4> Singing preferred to combat. Will cast most spells every four rounds or so. Will heal self when injured. Items used, </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Antidote Bardic Horn of Valhalla Elven Healing Wine Elxir of Health Goodberry Jester's Bag of Holding Mummy's Tea Philter of Purification Potion of Extra Healing Potion of Healing Potion of Invisibility Potion of Regeneration Scroll of Chromatic Orb Scroll of Magic Missile Scroll of Melf's Acid Arrow Wand of Magic Missile</pre>[/QUOTE]Songs covered, - The Ballad of Three Heroes - The Tale of Curran Strongheart - Tymora's Melody - The Song of Kaudies - The War Chant of Sith Char will not cast on a target if, - Target has more than 40% Magic Resistance - Target is Charmed - Target is Helpless - Target is Invisible - Target is Mirror Imaged (save special cases) - Target is Panicked - Char is Poisoned - Char is Diseased - Char is Silent - Char has a spell failure greater than 40% Level 1 Spells - Chromatic Orb - Magic Missile - Protection from Evil - Shield Level 2 Spells - Blindness - Blur - Invisibility - Melf's Acid Arrow - Mirror Image - Vocalise Level 3 Spells - Dispel Magic - Haste Level 4 Spells - Emotion: Courage - Emotion: Hope Level 5 Spells - Chaos - Domination - Feeblemind - Lower Resistance Level 6 Spells - Chain Lightning - Otiluke's Freezing Sphere Level 7 Spells - Seven Eyes Level 8 Spells - Power Word: Blind ---- ---- <h4>Cleric/Ranger AI Script, v1.00</h4> Ranged attacks preferred to melee. Will heal self when injured. Usable by both Clerics and Druids. Items used, </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Antidote Blur Deck Elven Healing Wine Elxir of Health Goodberry Mummy's Tea Philter of Purification Potion of Extra Healing Potion of Healing Potion of Invisibility Potion of Regeneration Scroll of Cure Critical Wounds Scroll of Cure Light Wounds Scroll of Cure Moderate Wounds Scroll of Cure Serious Wounds Scroll of Heal Wand of the Heavens</pre>[/QUOTE]Char will not cast on a target if, - Target has more than 40% Magic Resistance - Target is Charmed - Target is Helpless - Target is Invisible - Target is Mirror Imaged (save special cases) - Target is Panicked - Char is Poisoned - Char is Diseased - Char is Silent - Char has a spell failure greater than 40% Char will heal party members if their HP is below 50% and their maximum HP is at least double that of the healing spell's healing (Heal is cast when HP is below 40%. All healing spells are covered. Level 1 Spells - Bless - Cure Light Wounds - Curse - Magical Stone - Protection from Evil - Remove Fear - Sanctuary - Sunscorch Level 2 Spells - Aid - Charm Person or Mammal - Cure Moderate Wounds - Draw Upon Holy Might - Goodberry - Hold Person - Silence, 15' Radius - Alicorn Lance Level 3 Spells - Animate Dead - Call Lightning - Exaltation - Miscast Magic - Moonblade - Prayer - Holy Smite - Unholy Blight Level 4 Spells - Cure Serious Wounds - Defensive Harmony - Free Action - Giant Insect - Produce Fire - Protection from Evil 10' Radius - Recitation - Remove Paralysis - Static Charge - Wall of Moonlight Level 5 Spells - Animal Summoning II - Chaotic Commands - Cure Critical Wounds - Flame Strike - Greater Command - Righteous Wrath of the Faithful Level 6 Spells - Animal Summoning III - Conjure Fire Elemental - Entrophy Shield - Heal - Sol's Searing Orb Level 7 Spells - Firestorm - Holy Word - Impervious Sanctity of Mind - Stalker - Sunray - Unholy Word ---- ---- <h4>Mage AI Script, BETA v1.04</h4> Ranged attacks preferred to melee. Will heal self when injured. Items used, </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Antidote Elven Healing Wine Elxir of Health Flaming Oil Mummy's Tea Philter of Purification Potion of Clarity Potion of Extra Healing Potion of Healing Potion of Invisibility Potion of Regeneration Scroll of Chromatic Orb Scroll of Magic Missile Scroll of Melf's Acid Arrow Wand of Magic Missile</pre>[/QUOTE]Char will not cast on a target if, - Target has more than 40% Magic Resistance - Target is Charmed - Target is Helpless - Target is Invisible - Target is Mirror Imaged (save special cases) - Target is Panicked - Char is Poisoned - Char is Diseased - Char is Silent - Char has a spell failure greater than 40% Level 1 Spells - Chromatic Orb - Magic Missile - Protection from Evil - Shield Level 2 Spells - Blindness - Blur - Invisibility - Melf's Acid Arrow - Mirror Image - Resist Fear - Vocalise Level 3 Spells - Dispel Magic - Flame Arrow - Ghost Armor - Haste - Icelance - Lance of Disruption - Slow Level 4 Spells - Confusion - Emotion: Courage - Emotion: Hope - Improved Invisibility - Mordenkainen's Force Missiles - Vitriolic Sphere Level 5 Spells - Animate Dead - Chaos - Domination - Feeblemind - Lower Resistance Level 6 Spells - Chain Lightning - Otiluke's Freezing Sphere - Soul Eater Level 7 Spells - Seven Eyes - Suffocate Level 8 Spells - Power Word: Blind Level 9 Spells - Monster Summoning VII - Power Word: Kill If Char is a Bard, Char will attempt to sing the best Bard song after casting any disabling spells. Covered songs include The Ballad of Three Heroes, Tymora's Melody and The War Chant of Sith. ---- ---- <h4>Paladin AI Script, v1.04</h4> Melee attacks are preferred to ranged ones. Will heal self when hurt and use buffing spells and items. Items used, </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Antidote Blur Deck Elven Healing Wine Elxir of Health Flaming Oil Goodberry Mummy's Tea Oil of Speed Oil of the Serpent's Scale Philter of Purification Potion of Extra Healing Potion of Firebreath Potion of Healing Potion of Heroism Potion of Hill Giant Strength Potion of Regeneration Potion of Stone Giant Strength Three White Doves Trollslayer</pre>[/QUOTE]Char will not cast on a target if, - Target has more than 40% Magic Resistance - Target is Charmed - Target is Helpless - Target is Invisible - Target is Mirror Imaged (save special cases) - Target is Panicked - Char is Poisoned - Char is Diseased - Char is Silent - Char has a spell failure greater than 40% Char will heal party members if their HP is below 50% and their maximum HP is at least double that of the healing spell's healing (Heal is cast when HP is below 40% and target's maximum HP is at least 80). All healing spells are covered. Level 1 Spells - Bless - Cure Light Wounds - Magical Stone - Protection from Evil - Sanctuary Level 2 Spells - Aid - Cure Moderate Wounds - Draw Upon Holy Might Level 3 Spells - Exaltation Level 4 Spells - Cure Serious Wounds - Defensive Harmony Level 5 Spells - Cure Critical Wounds Level 6 Spells - Heal Others - Innate Protection from Evil - Lay on Hands - Smite Evil ---- ---- Click Here To Download Files ---- ---- Any form of feedback will be appreciated. Cheers. [ 01-18-2004, 08:46 AM: Message edited by: Dundee Slaytern ] |
Do they only work for HOW? Our can i DL them with out HOW installed?
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If however, you encounter any issue when using the AI Script(s), let me know. |
Great job Dundee! [img]graemlins/thumbsup.gif[/img]
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Great scripts Dundee! The archer one I especially enjoy! Keep up the high quality work! [img]smile.gif[/img]
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Nice work...
On a side notice, how does one make his own scripts? |
Um... Sorry, but what exactly would downloading the scripts do...erm...what are scripts, besides what the characters are s'posed to do. Are those new things thta you cans et your character to? Sorry :(
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Well... to put it simply. It gives an Artificial Intelligence (hopefully [img]tongue.gif[/img] ) to your characters.
To assign a script, 1) Go to the Character Record Screen (press <span style="color:#00FFFF">R) 2) Click on the Customise button 3) Click on the Script button 4) Select the script that you want to assign to that character Unfortunately... Black Isle Studios has a nasty habit of making... well, let's not kid ourselves, brainless AI scripts as the default options. Not a single one of them even deals with the simple issue of healing potions despite the fact that they did for the enemy. http://www.ironworksforum.com/ubb/no...ons/icon23.gif My scripts merely, well... gives more respectability to the option of AI scripting for the bread and butter battles. I mean seriously, it rocks when you watch your party mow down an enemy party by themselves with no direct intervention from you. However, I must stress that nothing can beat a manual control over the party when it comes to the big/boss battles. My aim is to make it less tedious for the gamer during the minor/normal battles. I mean... come on, it can get monotonous doing the same thing over and over again when an AI script can duplicate, if not improve, your actions. ---- ---- ZFR, I use Infinity Script Editor to write the .baf file, and use Near Infinity to compile the .baf files into .bcs files. Then a simple renaming them into .bs files allows them to be used for IWD. |
But how do you make those custom scripts Dundee?
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The basic gist of the language is sequential, with code-blocks having all the same structure. IF blah-blah occurs THEN my RESPONSE is blah-blah END block I managed to... mimic functions to a certain extent, but you can only wring out so much effectiveness from a sequential program that is as primitive as this. I already pride myself on knowing that I accomplished something that GB overlooked (his scripts are good, very good, but very bloated. I hate to simply copy other people's work though, so I started from scratch and early on (months ago in fact), used GB's work for reference. However, I know enough about AI scripting to strike out on my own now. I have a few handy scripting tricks up my sleeve now that to my knowledge, nobody else has ever used or thought of. :D ). My dream vision is to have a script that is capable of... learning; but for now, I will be content with a script that can handle non-party-friendly AoE damage spells. [img]tongue.gif[/img] It's the bane of all IE coders. |
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