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Script issue
Nito805 posted a question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
I'm at the start of the game on ps4 the quest is called Stranded I played through the quest met the Gov cleared the dig site and returned to the gov who told me to return to the beach with my ship when I arrive there is no cut scene my crew is gone from the fire and there are 3 dockworkers 2 of then I cant interact with and the third when I interact with him loads the conversation between me Edér and the Stewart statue I searched the entire beach the cave and the part if the ship I coukd -
Letting the players essentially craft their own AI via this interface is great, but I feel it's missing some crucial options: 1. Include items such as potions instead of just abilities. This would reduce the burden of item micromanagement. Example: If [self: Health < 30%], [Consume: Potion Of Moderate Healing] or [self: Threatened by Multiple Enemies], [Consume: Potion Of Ultimate Badassery] 2. Allow the switching of weapon sets. Example: [self: Enemies in Melee Range > 1], [switch to Weapon Set 1]. This is for the purpose of switching between ranged and melee automatically, and why not for other purposes such as switching between different melee weapons as well. 3. Make an automated auto-attack behavior type that makes a character attempt to keep their distance from enemies, i.e a ranged character fleeing from melee enemies—also maybe one that makes ranged characters attack targets but not move automatically. 4. Add an [Enemies Clustered, At Least #], so that AoE spells don't get wasted on single targets. 5. Include modal abilities. 6. Add some sort of way to distinguish enemy ranks/challenge ratings so that the player is able to specify that they want a certain spell/ability to be used only against strong or weak enemies. For example: [Enemy: Rank is Normal/Veteran/Elite/Boss] 7. Make a search function or find a better way to sort the different functions. As of now, it's too cumbersome to always scroll through the massive list of conditions. Maybe introduce filter tabs. 8. Instead of having fixed [Less Than 50% Health], let us type the exact value we want. 9. Allow more debuffs as conditions. Example: I want my Paladin to attack the enemy he's cast Sworn Enemy on. However, I can't specify "If:Sworn Enemy - Then X" (Some of these ideas are copied from other people's posts who contributed to the thread. Thanks to them.) Most of this—and much more—was possible in Dragon Age: Origins, which this system was inspired by. With the Even More Advanced Tactics mod, by carefully designing the AI behavior, it was possible to finish the entire game on the hardest difficulty without ever manually commanding anyone, and I did that. It became by far my favorite way to play the game; it became its own game within the game, a very unique experience.
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First time posting, love reading all the theorycrafting that people do here. I love the added AI scripts PoE II and I had experience with a similar system in FF12's gambit system. However, I'm not that smart when it comes to setting up some great AI scripts as I often get confused by the differences between some conditionals. I'd love to hear some good set-ups or tips that people use for their custom AI scripts. I know it's difference for every class and purpose so feel free to share anything for any kind of character. I just started the game with Shattered Pillar Monk as MC. At level 4 my simple setup is. Self: Health Under 50% -> Second Wind (Might change this to lower with a priest in my team) Self: Has Affliction -> Clarity of Agony - Cooldown 20 seconds Self: Engaged By Anyone (NOT) -> Dance of Death Self: Engaged By Multiple Enemies -> Force of Anguish (Lowest Fortitude priority) Visage of Death's Herald (Lowest Will priority) Always True: Swift Strikes -> Cooldown 11 seconds How about you guys?