For completeness - I've found the original BG default script (before beamdog messed with it) and attached it.
The original script will attack solely with the current weapon (so if you have a melee weapon equipped and you're at range, you'll just stand there doing nothing - unless you're attacked, in which case you'll charge into battle).
It's not as good as my default script (it doesn't automatically switch weapons for instance). Some people may prefer it though.
Script behavior: * Melee equipped, enemy at range who isn't attacking the char = Nothing. * Melee equipped, enemy at range who *is* attacking the char = Charge the enemy and attack with Melee. * Ranged equipped, enemy at range (attacking or not) = Fire ranged weapon. * Melee equipped, enemy is close (attacking or not) = Melee Attack. * Ranged equipped, enemy is close (attacking or not) = Fire ranged weapon. * Will *not* auto switch weapons.
You're honestly better off overwriting the default.bs script (back it up first) with the attached default.bs and putting a melee weapon in slot 1 and a ranged weapon in slot 2.
It works for ranged just as good as melee. If you don't want your archer to melee at all, don't equip a melee weapon in slot 1.
Script behavior: * Melee equipped, enemy at range (attacking the char or not) = Switch to ranged weapon (if available) and fire ranged weapon. If no ranged weapon available, do nothing. * Ranged equipped, enemy at range (attacking the char or not) = Fire ranged weapon. * Melee equipped, enemy is close (attacking the char or not) = Melee Attack. * Ranged equipped, enemy is close (attacking the char or not) = Switch to melee weapon (if available) and attack. If no melee weapon available, attack with ranged weapon.
Comments
Newer version further in the thread
But it should not prevent beamdog from updating (or using your own script) the default one.
The original script will attack solely with the current weapon (so if you have a melee weapon equipped and you're at range, you'll just stand there doing nothing - unless you're attacked, in which case you'll charge into battle).
It's not as good as my default script (it doesn't automatically switch weapons for instance). Some people may prefer it though.
Script behavior:
* Melee equipped, enemy at range who isn't attacking the char = Nothing.
* Melee equipped, enemy at range who *is* attacking the char = Charge the enemy and attack with Melee.
* Ranged equipped, enemy at range (attacking or not) = Fire ranged weapon.
* Melee equipped, enemy is close (attacking or not) = Melee Attack.
* Ranged equipped, enemy is close (attacking or not) = Fire ranged weapon.
* Will *not* auto switch weapons.
It works for ranged just as good as melee. If you don't want your archer to melee at all, don't equip a melee weapon in slot 1.
Script behavior:
* Melee equipped, enemy at range (attacking the char or not) = Switch to ranged weapon (if available) and fire ranged weapon. If no ranged weapon available, do nothing.
* Ranged equipped, enemy at range (attacking the char or not) = Fire ranged weapon.
* Melee equipped, enemy is close (attacking the char or not) = Melee Attack.
* Ranged equipped, enemy is close (attacking the char or not) = Switch to melee weapon (if available) and attack. If no melee weapon available, attack with ranged weapon.
I can help if you intend to overhaul them.