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Modal and player assigned actions override scripts

pacekpacek Member Posts: 92
One of my pet peeves: the modal actions like Turn Undead or Bard Song, or any Theif ability are a pain in the arse when you have any generic script running. Likewise if I cast heal on a character I don't want them deciding mid-casting that it's actually a better idea to attack that kobold over there. So the request is simple: all modal actions and player assigned ones trump whatever script I have assigned.

Comments

  • carugacaruga Member Posts: 375
    edited June 2012
    This should have more 'agrees', it's one reason i've never adopted party AI and relied solely on pausing and clicking for every party member. Then again I'd also like to see finer customisation of member-AI from within the game.
  • pacekpacek Member Posts: 92
    @caruga That's because it's not as sexy as playing a Drow or getting a whole bunch of cool +5 weapons straight outta candlekeep.
  • lansounetlansounet Member Posts: 1,182
    edited June 2012
    I guess ActionListIsEmpty returns true even though these modal actions are being performed? Say just standing there with Turning Undead/Detect Traps active?
  • pacekpacek Member Posts: 92
    @Iansounet, you could have a look at RR's or SCS's player scripts, they acheive exactly what I'm talking about, though I must say I really don't know the first thing about scripting myself.
  • carugacaruga Member Posts: 375
    @caruga That's because it's not as sexy as playing a Drow or getting a whole bunch of cool +5 weapons straight outta candlekeep.
    Make that a sexy drow at that.
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