![]() Random: the game will pick at random any of the two Behaviors for each action to perform and then check for any script for which the conditions are met to perform the action.The different priorities available are as follow: This is important for some type of Behavior Priorities listed below, feel free to check the Scripts section to understand better this concept. It is worth noting before we get into the details of Scripts that actions are chosen in the order of the Scripts meaning that the conditions are checked for the first script, then the second and so on. The Behavior Priority determines how the AI will decide on which Script to use in the event where two sets of Scripts are setup at once. It is highly recommended to use only one set of scripts (Behavior) to begin with and eventually use two when you are familiar with the system. On the right side you can click the cross to remove a currently used Behavior if you wish to have less Behavior used. Click on any to change to any other Behavior you may have made. On top of the menu you can switch character by clicking on their portrait.īelow you find which AI Behavior are currently under use. ![]() You can also access it via the Character Sheet below the portrait of your character with a simple click. To open the AI Behavior menu right-click on the blue head icon in the bottom left of the screen. More details about the interactions between two different sets can be found below in this guide. The AI Behavior is the gathering of all scripts from up to 2 different sets of scripts to dictate what behavior your character will have in combat based on his scripts.Īs stated above it is possible to setup up to two sets of scripts at once. This timer is mostly used to avoid cases of spam where the conditions required to perform an action are very easily met. The first allows the AI to break engagement to realise the action (mostly used for vital actions to be performed at all cost) while the second sets a timer (in seconds) forcing the AI to wait for the time set before doing the same action again. a target Priority: the priority followed to decide which target meeting the conditions will be targeted.a Target type: the type of target concerned by the action (Self, Ally, Self/Ally or Enemy).an Action: the action realised when the conditions are met.a Conditional: the condition required for the action to be done.I'd be very grateful if anyone could give me some pointers on how to build an AI script for Pallegina and Aloth, either in general or specific to what's written in the guides.AI stands for Artificial Intelligence and affects in Pillars of Eternity 2: Deadfire both playable characters and NPCs (Non Playable Characters).Īn AI script is the order the computer will follow to do an action. I can't seem to find an option that will let me essentially input something like combat start > weapon set 2 w/ blunderbuss modal > spells/chant/paladin ability > weapon set 1 > melee. How can I tease out AI scripts based on the (admittedly, very detailed) builds for Pallegina and Aloth? For example, Pallegina's build suggests that she start combat by firing two blunderbusses and casting some spells/chants before heading into melee. Probably don't need to get super in depth with him. Serafen is kind of a mess, he's a straight barbarian that shoots stuff. Pallegina and Aloth are following Ascaloth's Tuono e Fulmine and The Weyc Engferth, respectfully. I've done some reading and fiddling around with the scripts but I'm not grasping it fully yet.Įder, Maia, Tekehu, and Xoti are following Lost Sinner's guides on Steam which (thankfully) come with AI scripts. The options and combinations seem endless! I'm not a huge fan of micromanaging each and every party member so I'd like to automate the process a bit.
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