Resurrect can and has been made autocast before in mods... the monsters have autocast... but the thing is, autocast assumes there is a dead hero, so the spell would be constantly cast, could very well use mana....so should it really be autocast, perhaps the real answer is to make it autocast with a low chance of autocast, but the real culprit, is the mana it takes to do the resurrect, that is one mana consuming spell, nature mages mostly use up all their mana casting buffs, normal spells and summons, and don't have any left for Resurrect, at least when I played that usually what happened.
Femme made the autoengage mod, which modifies the attack similar to ds1, so it's possible to modify the UI to do some of the things u want from ds1 but like everything else, it takes time, desire, and motivation to do some hardcoded work, to change any of that..i doubt there is anyone who would want to put time into porting that code over as the game is quite old now.
I guess if one wanted the hero's to flee, changing actor_good mind to flee percentage would solve that problem... modifying actor_good can fix some of the things u want, but still wouldn't have the ui.
If u want Taar guarded, probably should make her the "Player controlled" character, that way she gets guarded, and there's nothing wrong with Taar just being healer only, after all a group of heroes healed is better than a group of heroes dead!
In DS2 Adepts I made an autocast version of Resurrect and it works well, better in fact than it did in DS1. There's no mana used until the spell is actually casted and as there's always a delay in casting it (up to 5 seconds), I believe that the spell waits for a world message that one of the heroes is dead, rather than trying to continually cast itself.
KillerGremal also made significant changes to the ai of the npcs to support a more varied repertoire of actions and I managed to make a variation of brain_hero.skrit for characters such as Ulora and Gloern so they would react when attacked during their special intro sequences, otherwise with the basic brain_hero.skrit they would just stand there like manikins while the monsters attacked them - very unrealistic. I suppose that why you never see any of the DS2 recruitable characters in those sorts of sequences.
The party system is dramatically underutilized in the DS series. It would be cool if you would have to split your party up in order to solve some puzzles like some other games do.
Raymus wrote:
What about that feature from the original DS where you can set each character to target a certain type of foe first? If they are the closest, if they are the weakest, or if they are the strongest? This would work beautifully in Rampage mode in DS2.
Macros! Have certain hotkeys activate pre-planned Macros' in which characters will use a certain spell, a certain combination of spells, a certain power, a certain combination of powers, to a certain type of enemy (Closest/Weakest/Toughest/Ugliest).
Granted, I can see this one as being skipped, and I wouldn't mind, I just figured it was too obvious not to mention.
You would probably love the gambit system used in Final Fantasy XII, one of my most favourite games of all times - if it could be modded I'd doubt I'd ever be modding DS2 at all.
In Final Fantasy XII, you can assign gambits to each character in the party so they will respond exactly how you want them to. For instance if you use a gambit of attacking enemies weak to wire with a fire spell, then that is what they will do. You would set this gambit high up in the list so if the enemy wasn't weak to fire, your character wouldn't even try using a fire spell on it. They'd use another attacking gambit you'd set in the list. You can set when you want the character to heal somebody and with what spell. For example you could set a gambit so your healer would heal somebody when their health reached 60% (or 70% or 50%, etc).
In DS2 Adepts I made an autocast version of Resurrect and it works well, better in fact than it did in DS1. There's no mana used until the spell is actually casted and as there's always a delay in casting it (up to 5 seconds), I believe that the spell waits for a world message that one of the heroes is dead, rather than trying to continually cast itself.
KillerGremal also made significant changes to the ai of the npcs to support a more varied repertoire of actions and I managed to make a variation of brain_hero.skrit for characters such as Ulora and Gloern so they would react when attacked during their special intro sequences, otherwise with the basic brain_hero.skrit they would just stand there like manikins while the monsters attacked them - very unrealistic. I suppose that why you never see any of the DS2 recruitable characters in those sorts of sequences.
The party system is dramatically underutilized in the DS series. It would be cool if you would have to split your party up in order to solve some puzzles like some other games do.
You would probably love the gambit system used in Final Fantasy XII, one of my most favourite games of all times - if it could be modded I'd doubt I'd ever be modding DS2 at all.
In Final Fantasy XII, you can assign gambits to each character in the party so they will respond exactly how you want them to. For instance if you use a gambit of attacking enemies weak to wire with a fire spell, then that is what they will do. You would set this gambit high up in the list so if the enemy wasn't weak to fire, your character wouldn't even try using a fire spell on it. They'd use another attacking gambit you'd set in the list. You can set when you want the character to heal somebody and with what spell. For example you could set a gambit so your healer would heal somebody when their health reached 60% (or 70% or 50%, etc).