So I was playing with the AI script editor this morning and I’m really pleased with it. But, it takes a little testing and anyone will benefit from some basic understanding of how it works, because I messed up my Brawler character pretty good, here is an example of where I went wrong and how I fixed it.
First, the Brawler is a multi-classing between Monk and Fighter. Fighter in this case is a Devoted - bonus accuracy and penetration with proficient weapons (but massive penalties if using non-proficient weapons) while the Monk subclass I went with is my favorite, the Helwalker - bonus Wounds to start the fight (used to power Monk abilities) and bonus STR per Wound, but also takes 5% more damage per wound, which gets ugly fast (then again, your STR gets massive fast, too).
So, I wanted to start each fight with Lightning Strike (a 10.8 second duration ability that increases attack speed and provides Quick (+5 Dex)) and Disciplined Barrage (a 15 second duration ability that provides both Aware (+5 Perception, which is more accuracy, and converts 50% of grazes to hits) as well as a Concentration shield (the first time you would be interrupted by an enemy attack/action you will not be but you lose Concentration).
So, here is what I set up for my script:
Seems reasonable? Maybe you’ve already spotted the problem.
Here is what happened. Combat starts, my awesome Brawler gains three wounds (normal for a Helwalker), pops Swift Strikes, Disciplined Barrage like planned…
FOUR TIMES EACH. That’s because each of those abilities cost 1 resource point (Mortification for Monks, Discipline for Fighters) and I start with 4 points of each. So in a moment the AI popped all 8 possible uses of those abilities. Oops.
I know! I’ll set a delay of 15 seconds!
I am genius.
Oops. Now it only does the first ability in the group and then waits … 15 seconds before it will ever do Disciplined Barrage. Worse, it’s never going to do the barrage, just Swift Strikes ever 15 seconds.
Okay, new idea. What if I break each of the abilities into their own section? What’s nice about that is since Swift Strikes lasts 10.8 seconds, I could put a delay of 10 seconds on that and Disciplined Barrage can have a 15 second delay, so in theory I’m always keeping them both active through the fight. Who cares if I run out of Mortification/Discipline during the battle? It’s there to spend!
And viola!
The fight begins, my character gains three wounds, activates Swift Strikes and Disciplined Barrage, and pulls out his dual axes and charges the fools what attacked him!
I’m really digging the AI scripting so far, if anyone has any questions or wants me to test something out let me know, today’s a good day to mess with this stuff.