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NWN SCRIPTS

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Title  Jasperre's AI
Author  Jasperre
Submitted / Updated  02-18-2003 / 11-22-2006
Category  Creature Related
Expansions  NWN-1.61
View Code  

Select All Text | View Code in separate window
Format  Module Only
Type  Type - General
Includes  None
Description
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.

Files

NameTypeSizeDownloads
JasperresAIv1.3.zipJasperresAIv1.3.zip
Submitted: 02-18-2003 / Last Updated: 03-05-2004
zip1.1Mb9165
--
SCORE OUT OF 10
9.78
47 votes
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Comments (454):

  1  2  3  4  5  6 .. 11 .. 16 Next>

Posted by Pryanik at 2008-06-14 18:53:56    Voted 10.00 on 06/14/08
Thanks Jasperre for this great AI system! 10!!!
No problems so far with it. But i want to ask you one question:
My creatures (all of them) always wandering. Is it your AI doing? And if yes, how can i switch it off? I need sme creatures (like bosses) to stand still.
If its not your Ai doing can you give me some tips where can i look for switching it off. In which scrypt (my module is overfilled with scrypts so my eyes feel pain after 2 hours searching)?. Disabling listeners doesnt helped. Thank you for great AI and for future advice:)

Posted by Saduj at 2008-06-05 14:07:15    Voted 10.00 on 06/05/08
An excellent system, very innovative!
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Lord Mephisto at 2007-12-28 23:24:19    Voted 10.00 on 12/28/07
Finally! I have come back to gold.
_________________________
"An eternity of suffering is nothing compared to a single lifetime of mediocrity."

- Ibrahim Blackwood

Posted by Jstwebbrowsing at 2007-08-23 18:04:39    
I have started a module using Vuldrick's base mode which makes use of this AI. I have not made any modifications but I have found that pursuing NPCs get stuck very easy on the most simple of objects.

Is there a way to fix this?

Posted by Roost 12 at 2007-07-25 20:24:53    Voted 10.00 on 07/25/07
Truly beautiful system! It's effective and enables you to control pretty much everything.

Posted by Jasperre at 2007-06-08 04:44:52    
For debugging something like TMI's you'll have to post at my guild, which is easier since I can respond more timely :)
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by Milliorn at 2007-05-15 05:29:25    
i'm getting a ton of TMI errors with your system. i have a ton of picks to illustrate this also. i need help fixing these before i yank the entire system. its a great system but i need this fixed a.s.a.p. lmk how if you can, help. thanks!
_________________________
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Posted by Derek_H at 2007-04-17 09:07:50    Voted 10.00 on 04/17/07
Love it.

Posted by friendlyfire at 2007-04-08 03:36:29    Voted 9.50 on 04/08/07
An excellent piece of work, thanks for sharing it. One small point I found was that if you just take the defaults and go, line 582 in j_inc_spawnin sets the spawn to be indestructable, which messes with any despawn systems you may be running (DestroyObject is blocked), but hey! easily fixed :)

Posted by mwatson8 at 2007-04-01 19:25:40    
has anyone tried this with nwn2?

Posted by Archduke at 2007-02-25 11:25:52    Voted 9.00 on 02/25/07
Great system! I was always a little disappointed that the generic BW system didn't work as well as it should. This really makes the NPCs seem more intelligent! I have just one small issue... how can I include the DMFI functionality. I notice in many of the default scripts that this replaces, there are references to DMFI routines.

Posted by Derek_H at 2007-01-21 14:04:37    Voted 10.00 on 04/17/07
Who knows why, but I just heard of this. It makes the default AI look like crap. As far as I'm concerned, that warrants a 10.

Posted by +scarface+ at 2007-01-15 22:43:56    Voted 10.00 on 12/30/06
Thanks mate, so what's your guild website?
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by Jasperre at 2007-01-12 11:16:39    
Well, I don't know what exact version you are running. It might be a good idea to register at my guild and post the debug logs and/or a test creature, although I am not doing any development on the AI I might be able to help fix a few bugs.
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by +scarface+ at 2007-01-11 23:50:37    Voted 10.00 on 12/30/06
Hey Jasperre, thanks for this fantastic creature AI, I have a problem with your newest update though. I have always used your AI in my modules and they have always worked great, but after I updated, spell casting mobs seem really slow, they no longer queue their spells, they cast, then pause, just stand there and wait some seconds before casting another enabling players to easily beat them. I haven't changed any spawn in flags, they are as default, any ideas?
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by jabbadahut at 2007-01-05 18:10:55    Voted 10.00 on 01/05/07
Awesome work!

Posted by +scarface+ at 2006-12-30 08:25:00    Voted 10.00 on 12/30/06
I have always used this in my modules and it's absolutely amazing, thanks for the update :)
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by Brintinacx at 2006-09-21 07:35:07    
Apparently I'm stupid or something.... LOL... Two problems I'm having. I made custom Minotaurs, using your OnSpawn Script. One problem, is the corpses are NOT disappearing after the required time, I set it to 200 seconds. Second, I am not recieving xps from the kills. Any thoughts as to what Im doing wrong?

Posted by Jasperre at 2006-09-14 02:22:25    
rklesla - if you can report it in detail at my AI Bioware guild, that'd mean I could possibly fix it. Are you using the AI beta? If so, I recently made a quickfix for a problem with it.
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by rklesla at 2006-09-09 10:33:24    Voted 10.00 on 09/09/06
Is this something I did or is there a bug with certain mages, only ones that are invisible it seems decide to just sit still and not attack. Anyone know if this is common or what it could be? Atleast where to check.

Thanks,
Rklesla

Posted by Jasperre at 2006-07-23 07:10:49    
They should automatically do it, it might be you have corpses turned off, they are out of range? Not sure myself, I can't help much more then that without more info.
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by Darafeyen ( 203.23.xxx.xxx ) at 2006-07-21 19:36:42    
Im using 1.67, and the non override. Yes, have imported the optoinal erf as well.

However, I cant seem to get clerics to raise.
Can anyone help?

Darafeyen

Posted by hympyke ( 213.253.xxx.xxx ) at 2006-07-11 21:55:01    
I noticed the problem when I started setting the archer settings... I set archers to move back and shoot, then tested some archers, and they draw swords and charge. They even do it when I set the AI for ALWAYS SHOOT.

Answer:

Posted by ShadowM at 2006-02-12 22:12:06
NovelistEye
I fixed this issue over on the HCR forum
under Knowledge Base/ Supporting Jasperre's AI 1.3 topice.

But the HCR forum begone.. I have same problems. Can anybody help me?

Posted by oscar ( 219.240.xxx.xxx ) at 2006-04-15 09:25:32    
Great. Thanks!

Posted by Lord Mephisto ( 80.203.xxx.xxx ) at 2006-03-11 08:43:15    
Thanks for the help, Jasperre.

I was also thinking of something else. Damage shields... It appears the AI does not "understand" when not to attack a character using for example Melf's Acid Sheath or other damage shields. Would it be possible to upgrade the AI to use other kinds of attacks (if they have it) when encountering such defences? Of course, if the monster has a bit of intelligence.

Posted by Jasperre at 2006-02-16 18:08:14    
Lord Mephisto, I forgot to add, the "fire immunity", except if you want a (lengthy) loop of item immunities, is almost impossible to detect.

If a large loop was added to detect the fire immunity, well, that among other things (any damage immunity is otherwise impossible to test against), it might well slow the AI/module down a lot :( sorry.

I can look into optional switches for the most "killer AI who cheats" spawn conditions though :) could be interesting to cast no fire spells if the target is totally immune!
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by Jasperre at 2006-02-16 18:05:01    
Other comments have been sorted for now everyone.

Lord Mephisto, the undead issue is odd, I hope it'll be fixed this next version due to each spell checking if it'll affect a target in its own way. I can only guess as to why they'd do this, since I am sure i coded it to never cast harm spells on undead (instead it might cast heal, but never curing spells, on them).

The summon issue is odd. I'm not sure the AI will ever use custom summons, but dismissal and banishment are coded into the AI to cast almost sooner then timestop to get rid of summons, if they are in range! I almost never bothered to cast summons against high level casters in test situations due to them just instantly dispelling them. How strange. Post on the AI board if you have further details, here isn't a too good a place to post code to help.
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by Lord Mephisto ( 80.203.xxx.xxx ) at 2006-02-15 13:49:30    
Hello Jasperre, I have reported a similar shortcoming of the AI before, but here we go:

For example, if the AI encounters an undead player or a player using undead summons, it continiously uses attacks which are either non-helpful or actualy heals the enemy. This was the shortcoming I reported earlier. For example, it tries to cast Inflict Wounds, Negative Energy Ray, Negative Energy Burst and other similar abilities on undead opponents. When no damage is done or an actually helpful situation for the enemy occurs, it continues to do the same.

But this has been said before.

What I am experiencing is the a similar behaviour from the AI in other situations. When the AI encounters someone with 100 % fire immunity, it still continues to use fire-based attacks even though it has access to other things. This is a general trend. I hope this can be fixed in the next update, players are using such behaviour to "cheat" and the only thing I can manage to do to fix it is to redesign the monster/NPC. Any ideas how to prevent such things or fix it within the code?

Also, the AI seems to ignore custom summons or some of the summons. If the AI is supplied with Banishment and Dismissal spells, they don't use it and go for the summon itself or the player instead.

Any help would be greatly appreciated. I can code it myself if I had more knowledge about where I can find the different bits. Any suggestions from you would be superb.

Thanks for a very good AI addon! And good luck with 1.4! :)

Posted by ShadowM at 2006-02-12 22:12:06    
NovelistEye
I fixed this issue over on the HCR forum
under Knowledge Base/ Supporting Jasperre's AI 1.3 topice.

Posted by NovelistEye ( 68.37.xxx.xxx ) at 2006-02-05 13:02:00    
Jasperre,

I am having trouble with your AI. No matter what I do, or change, it seems like the creatures are just ignoring the AI altogether. I have all the scripts in the right place, that I am certain.

I noticed the problem when I started setting the archer settings... I set archers to move back and shoot, then tested some archers, and they draw swords and charge. They even do it when I set the AI for ALWAYS SHOOT.

I am baffled. I have been scripting for about 3 years now on and off... but this has me stumped. Is there a MASTER SWITCH (like in HCR) that you have to enable to get the AI to operate?

I am using your HCR 3_2 compatible version, which is the version of HCR that I am running.

If you can assist, email me at [email protected] ... Unless you think it is something stupid and easy that I am doing wrong.

Thanks...

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