I love the Ease of Use script. It was the first script I found that matches my philosophy, to wit, that AI scripts should manage minor tasks, but not use consumable resources or override player commands. The special hotkey functions are also really great (I never used the Paladins ProE ability, because serial casting it on the party was such a pain, but now I just press 'Z.' Awesome!).
That being said, there are thing I'd like to change. I've altered the autohealing to use lower level cure spells (I am playing BG1 and the script was written for BG2), removed the portions that prevent your party from attacking helpless foes (tactically sound, but creates annoying task management when you make heavy use of sleep, hold person, and the like) , and a few other things.
There are three issues remaining, and they're beyond my current abilities.
1) Duplicate casting of healing spells. The autohealer is great, but the problem is that if you have more than one healer, they can sometimes gang up on one person and waste a lot of magic. The BP series had a solution for this, where they made a series of variant scripts that were almost identical to each other, but the later variants had a time delay built in. The idea is your primary healer goes first, and then you give the variant scripts to your secondary healers, who wait a little bit before going. It's a clever solution, and one I'd like to port over to Ease of Use, but oh man is that part of the script complicated. I haven't been able to get it to work.
2) Healers should choose spells based on absolute values, not percentages. I don't want my cleric to cast Cure Light Wounds when someone is at 90% health, I want them to cast it when that person is missing 8 hit points. Script writers aren't idiots, and I am assuming that they did it the way that they did because they had no choice. Still, if there's a way to detect absolute damage values, I'm interested.
3) I'd like archers to close the range a bit more aggressively. In Ease-of-Use, archers don't try to run away, they just stand their ground and fire. This is good. I like this. Autokiting just leads to your archers never firing at all. I actually want the opposite behavior, where archers automatically try to decrease the range. A problem I keep having is that the enemies are spread out a bit, the closest ones die, and then my archers just stand there because they can't see any active enemies, even though they're just a few feet out of LoS and are actively engaging my melee line. It ends up creating an extra task where I have to check checking on my archers and scooting them forward. A simple solution would be to have them try to close the range to maybe 2/3 of visual range before firing. That should solve about 90% of the problems, but I have no idea how to script that.
Thanks in advance for any help!