Neverwinter Nights Jasperre's AI - Finaldeath.co.uk
Jasperre's AI 1.3
Under Construction
Now updated from 1.2. 1.3 holds an entire AI package that can be used with, or without Bioware's AI
(Override or not). It basically tried to improved a creature's combat actions - including perception
(hearing) spellcasting (choosing the right spells) and targeting (not always going for the nearest...).
Please note: The ERF's included have been reverted using Lilacs reverter. Nothing in the scripts or
Spell Trigger creature should not be in NwN 1.62, however, if there is an error, contact me.
Version 1.3 Updates
- Updated routines to be faster, quicker and less repetition
- Spells include SoU spells, and are cast more randomly (for same-level spells) which help sorcerors.
- Some better casting behaviour, such as invisiblity casting
- On Spawn now calculates wether to hide automatically, same with searching
- On Spawn sets up what spells (In categories) and levels (0-9) to have less GetHasSpell checks, and less talent checks
- On Spawn sets up all item categories, and doesn't re-set them as often as before. Items should be used better
- New Spawn toggles (see On Spawn for information, and the readme for spawn options which detail it!)
- File documenting Intelligence - what levels (1-10) do what should be complete.
- Speakstring arrays added.
- Pre-X User Defined Events, which can run before normal AI in cirtain files, and stop the rest of the script in some cases.
- New User Defined Events - On Combat Action Start, and On Combat Action End.
- Split up of combat include from other files - should be faster to run/compile/etc.
- New option for "Custom AI File" (Idea taken gratefully from Georg of Bioware from thier Hordes AI)
- New targeting system, which will choose targets according to spawn settings (to make boring orcs, or killer lich's)
- Weapons are set, and picked up when disarmed. Creatures with a variety of weapons will pick the best to use, such as shield, or 2 handed
- New checks/routines for invisible people/moving/LOS/targeting/chasing
- Counterspelling, dispelling sorted better
- Spontaeos casting of healing spells :-)
- Feats are corrected, in cases, run faster, and include SoU feats
- SoU Waypoints, animations re-added
- Added most buffs to "fast buff enemy" and some ways to set up own sets of spell triggers.
- Morale improved, much better running and checks are different so are less prone. Many options OnSpawn for this too.
- More leader actions, better implimented (mass fleeing, runners, extra morale)
- Lag options - this should help and CPU cycles by user being able to stop bits of the AI being called
- Healing code optimised, and now includes undead healing :-)
- New speakstrings, ones especially made for combat (Warcries!) and random arrays for random sayings in game
- HipS should work with NPC's in combat.
- Searching after combat has been added, with searching spells. This should stop them silly invisible people
- Listening is most ciraintly improved - they will move to those around cornors and re-attack anything that appears.
- AOE spells should be moved out of only if they are dangerous for the NPC.
There are many fixes not included above, because I don't keep much in the way of a log of changes.
Download locations:
My AI Guild is located at the Bioware site here if you have feedback.