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Featured Replies

Is it possible to / has anyone figured out how to add additional conditionals to the party AI scripting options?

 

Specifically, would it be possible to mod in "self: has buff: Ascended" into the conditional options, so that you could then script (for example) "self: has buff: Ascended" then cast (Time Parasite)" etc. ?

What kind of buff is ascended?(dex, int etc?) Don't the "Self/Target has X attribute's inspirations" conditionals work for you?

Edited by Quillon

Ascendent is a cipher subclass - if you are below max focus your abilitites get -2 power level. When you resch max, for a limited time they cost nothing, until focus resets to 0. So you wanna not cast spells until you reach max focus, then cast time parasite and go ape with high level cipher spells. OPAF

  • Author

What kind of buff is ascended?(dex, int etc?) Don't the "Self/Target has X attribute's inspirations" conditionals work for you?

 

Ascendent is a cipher subclass - if you are below max focus your abilitites get -2 power level. When you resch max, for a limited time they cost nothing, until focus resets to 0. So you wanna not cast spells until you reach max focus, then cast time parasite and go ape with high level cipher spells. OPAF

 

 

Right -- it's a specific class buff and doesn't fit into the inspiration/affliction system, so there's no trigger for it in the scripting.

 

But you never want to cast without it on if you're playing an Ascendant. 

 

The same effect could probably be achieved with a "at max focus" conditional since having max focus triggers the Ascended buff. Unfortunately, while the game does have a few numerical triggers (70 focus, 90 focus, etc.) those only go up to 90 and thus only work at very low, even numbered, levels.

I'm looking at the "aidecisiontrees.aidecisiontreebundle" file, there are conditionals starting from 10 to 90 focus, should be easy to mod any of them to any number I think. Or adding one more. 

 

Changed "80 to 90" to "150 to 170" but neither anything on the UI changed nor worked in gameplay with Serafen. More expert opinion needed :p 

Edited by Quillon

Personally half the fun of the game is building ai rulesets for every situation and watching your monkeys fly.

It would be great if the AI could be modified to make all class/subclass conditionals available.

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