Question about Scripts
mforww
Member Posts: 78
Who uses them? Do they actually reduce the need to micro manage, or are they just a good way of getting your characters killed?
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You would be surprised how much time it saves not having to fish for healing potions or antidotes myself.
The rest may be more useful in multiplayer games when there are less pauses.
If I set a NPC on 'Standard Attack', they often get in the way of my own AoE spells, and more annoyingly, disrupt their own spells to attack somebody in melee. If I put them on Passive, they don't do anything until targeted by an enemy.
Actually can somebody tell me how to customise scripts in BG 2 Vanilla? I'm assuming it's similar to BG EE? I haven't found an option to change scripts, only how to select one.
If you have characters just standing around not doing anything in a battle, you aren't using auto-pause right. The key auto-pause conditions are weapon unusable (so that if a weapon breaks or runs out of ammo, a character won't just stand there), spell cast (so you can immediately have them cast again or start attacking), and character's target destroyed (so you can have the character focus on the next enemy). While not as critical, having it auto-pause when an enemy is sighted can be extremely useful as well, since you can get everyone doing something from the start.
Actually I have auto-pause selected for everything except 'Character Hit' and 'Character Attacked'. In fact maybe I have too many auto-pauses... The problem I have (in a party with lots of spell casters) is that battles tend to get quite messy, and it's hard to keep a track of who has finished casting, because it is easy to miss a notification in amongst the stream of messages u get about attack rolls, spell effects etc. I am also a bit lazy to individually target enemies with missile weapons sometimes.
To avoid hi-jacking OP's thread, I'll probably start my own to ask my own questions about scripts and how to use them.