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Vampire Mage, but not really...
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<blockquote data-quote="stonedwolf" data-source="post: 72362" data-attributes="member: 21926"><p>I said that two posts up. <img class="smilie smilie--emoji" loading="lazy" alt="👍" title="Thumbs up :thumbsup:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f44d.png" data-shortname=":thumbsup:" /> I'm a coder who has looked at gaming AI in the past (ReaperBot era onwards - if you know, you know) and I know what a <em>substantial</em> project it can be.</p><p></p><p>For players, we know what companions are like and we can play around that, so if you want Flame of Faith on her you take another character to any of the hellpits. But she'd have been fine in an icecave. No character has death magic so no worries about Ghosts. I was thinking about how to make this work slightly better with not much code change. Not that this WILL ever happen unless David releases an SDK or permits another person/community group to make an update... but... an easy and powerful option would be to change Active Skills activation. </p><p></p><p>1. Permit on a per-Skill basis that active Skill is deactivated (from automatic use).</p><p>2. Permit players to activate companion Active Skills.</p><p></p><p>So if you deactivated Flames of Faith for a hellpit run you could still activate it if you came to a non-Flame bit. Or even if you have Hirge on still doing automatic Heals if she has Mana and isn't using it for the moment, you can force her to use it anyway because you or a Quest companion is weak. But on a deathcloud dungeon run you could turn her Heal off, at least for a bit.</p></blockquote><p></p>
[QUOTE="stonedwolf, post: 72362, member: 21926"] I said that two posts up. 👍 I'm a coder who has looked at gaming AI in the past (ReaperBot era onwards - if you know, you know) and I know what a [I]substantial[/I] project it can be. For players, we know what companions are like and we can play around that, so if you want Flame of Faith on her you take another character to any of the hellpits. But she'd have been fine in an icecave. No character has death magic so no worries about Ghosts. I was thinking about how to make this work slightly better with not much code change. Not that this WILL ever happen unless David releases an SDK or permits another person/community group to make an update... but... an easy and powerful option would be to change Active Skills activation. 1. Permit on a per-Skill basis that active Skill is deactivated (from automatic use). 2. Permit players to activate companion Active Skills. So if you deactivated Flames of Faith for a hellpit run you could still activate it if you came to a non-Flame bit. Or even if you have Hirge on still doing automatic Heals if she has Mana and isn't using it for the moment, you can force her to use it anyway because you or a Quest companion is weak. But on a deathcloud dungeon run you could turn her Heal off, at least for a bit. [/QUOTE]
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