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#11 |
Manshoon
![]() Join Date: November 4, 2002
Location: White Cloud, MI
Age: 40
Posts: 165
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Zarr, I do the same thing you do! I figured I'd give it a go with scripts (the one's in the game, *I'm impressed, Dundee*), and it's working out ok. my ranged characters fire at oncoming enemies, and my fighters attack, but you don't get as much control as you do without scripts.
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#12 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Ack! I forgot to mention something. You will need the Detectable Spell Patch for the Mage script to work properly. Thanks to it, your Mage can now see whether the enemy has certain spell effects like Greater Malison, Spell Deflection/Trap, Physical Mirror, etc... ...
I do not have a link now though. Anybody knows where you can get it? |
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#13 |
The Magister
![]() Join Date: July 26, 2001
Location: Eastsound, WA, USA
Age: 39
Posts: 120
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The scripting's easy as hell, but I honestly don't see the point unless you're designing NPCs. No script ever is as useful as the average human brain.
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#14 | |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Quote:
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#15 |
The Magister
![]() Join Date: July 26, 2001
Location: Eastsound, WA, USA
Age: 39
Posts: 120
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And slaughter your entire party.
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#16 | |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Quote:
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#17 | |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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Quote:
IIRC, GB's scripts handle Projected Images. They can be the only source of information you need. [img]smile.gif[/img]
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In memory of Ilan Ramon - the first Israeli astronaut.<br /> ![]() |
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#18 |
Red Dragon
![]() Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
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I create scripts for all my characters, too. I keep the scripts as simple as possible. In fact, they contain only fight blocks with a few improvements:
- If the character sees no enemies then he tries to approach the protagonist. - The trap detecting character has a block "if (the air is clear) then detect traps - otherwise fight" in his script. This makes the trap detecting character a monster detecting character a bit: if the air is clear then he activates the "detect trap" icon. If the air smells then he activates the "fight" icon. I use the scripts for "everyday work". About 85% of fights are done by AI only. If the fight is a bit complicated then I use AI and issue a few additional commands myself. About 10% of fights are done this way. If the fight is difficult then I switch AI off and control the characters myself.
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My name is Demon\'s Last Day. Yes, the last one. |
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#19 |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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The "air is clean"?
The "air smells"? Are we talking stationary, area-of-affect spells here, or just enemies who suffer from bad nutrition?
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In memory of Ilan Ramon - the first Israeli astronaut.<br /> ![]() |
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#20 |
Manshoon
![]() Join Date: November 4, 2002
Location: White Cloud, MI
Age: 40
Posts: 165
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However, sometimes you want to just let them do their own thing if the fight is managable by them on their own. There is something magical when what they do is done on their own, ala "Sims go to War".
I must agree. |
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