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Choosing Spells and Talents for your Characters | Combat | Equipping your Characters | Utilizing the scripting system in Dragon Age |
Scripting - some guidelines and examples
Minimal Scripting for your Mages, Extensive Scripting for your Warriors and Rogues
This is my general guideline for taking advantage of the scripting system in Dragon Age, and its a sensible one. Many mage spells are capable of friendly fire, which is to say they can hurt your own party members. Even if they aren't capable of friendly fire, many mage spells require precise placement on your part in order to have optimal effect. The abilities of Warriors and Rogues on the other hand tend to be both party-friendly, and to be aimed directly at a single monster. It therefore makes sense to make extensive use of the scripting system to optimize their effectiveness in such a way so that you don't always have to micromanage (or 'babysit' if you prefer this word) them all the time.
What is provided is sample scripts on the assumption that I'm using Aldarion as my Grey Warden character, with Alistair, Leliana, and Wynne as my core party members. Everyone else is supporting case who participate occassionally.
Aldarion
Self / attack nearest visible enemy
Here is my first example. I use only one script so that my Grey Warden Arcane Warrior doesn't sit around passively, and uses spells only when I provide direct input.
Alistair
Self / surrounded by at least 3 enemies: War Cry
Self / sourrounded by at least 3 enemies: Shield Wall
Enemy / Target rank is elite or higher : Shield Wall
Self / Being attacked by a ranged attack: Shield Cover
Self / Being attacked by a melee attack: Overpower
Self / Being attacked by a melee attack: Shield Pummel
Self / Being attacked by a melee attack: Shield Bash
Self / Attack nearest visible enemy
Cleanse Area and Holy Smite are the two abilities of Alistair that I prefer to activate myself, since their use tends to be limited to specific situations. Otherwise, after I keep Taunt and Rally activated as sustained abilities, Alistair is scripted to absorb the brunt of the onslaught himself, and keep his opponents off their feet as often as possible.
Leliana
Self / Any: Song of Valor
Enemy / has high or medium armor rating: Deadly Strike
Enemy / his medium or low armor rating: Flurry
Self / Being attacked by a melee attack: Dirty Fighting
Self / Being attacked by a melee attack: Below the Belt
Enemy / Nearest visible : Attack
Enemy / Target at short range: switch to melee
Enemy / Target at medium or long range: switch to ranged
Self / Being attacked by magic or ranged attack: Aim
Self / Being attacked by magic or ranged attack: Scattershot
Self / Being attacked by ranged attack: Crippling Shot
Self / Being attacked by ranged attack: Critical Shot
Captivating Song is an ability that I prefer to activate myself, the idea being that I like to plant Leliana in the spot where it will ensnare the most foes before unleashing it.
Mabari War Hound
Self / surrounded by at least 3 enemies: Dread Howl
Enemy / hit points 90% or higher: Overwhelm
Enemy / hit points 90% or high: Shred
Self / attacked by melee attack: Charge
Self / attacked by melee attack: Growl
Self / attack nearest visible enemy
Morrigan
Self / surrounded by at least 3 enemies: Waking Nightmare
Self / surrounded by at least 2 enemies: Shapeshift - Bear
Self / attacked by melee attack: Misdirection Hex
Self / attacked by melee attack: Shapeshift - Bear
Self / attack nearest visible enemy
When I play an evil party, Morrigan is one of my key mages, so I don't develop her shapeshifting abilities and use very minimal scripting. When I play as a good party member though, Morrigan will occasionally be around as a supporting cast member, so I develop her shapeshifting abilities to avoid her getting overwhelmed, and do a little more scripting for her.
Oghren and Sten
Self / surrounded by at least 3 enemies : Two Handed Sweep
Enemy / target using melee attack : Sunder Arms
Enemy / attacking Oghren or Sten : Indomitable
Enemy / has high armor rating : Powerful Swings
Enemy / Target is Elite or higher : Mighty Blow
Self / attack nearest visible
Oghren and Sten can follow the same basic scheme as far as their two-handed weapon talents go. Oghren can always keep Berserk activated, and should only use Final Blow when you make the decision to activate it, since it will be a really commital move on your part. As for Sten, it depends on whether you want to add the Berserker or Reaver specialization. When I'm playing as a good hero, I go with Berserker since I refuse to desecrate Andraste's ashes. If you do use Sten as a Reaver, save Aura of Pain and Blood Frenzy for when you truly want to use it, since both have significant drawbacks. Aura of Pain for example is best used when a group of foes have taken damage from an area-of-effect spell. For a Reaver however, it does make sense to insert this script:
Self/ hit points 50% or less : Devour
Shale
Self / surrounded by at least 3 enemies: Regenerating Burst
Self / surrounded by at least 3 enemies: Earthen Grasp
Self / attacked by a melee attack: Slam
Keep Stoneheart active, and use abilities like Killing Blow, Quake, and Rock Barrage only when you want to, since Killing Blow is a commital move while Quake and Rock Barrage are capable of Friendly Fire.
Wynne
Self / surrounded by at least 3 enemies: Vessel of the Spirit
Ally / hit points 50% or less: Heal
Ally / hit points 50% or less: Lifeward
Ally / stamina 50% or less: Rejuvenate
Enemy / at medium to long range: attack
I do engage in some scripting for Wynne, given her strong emphasis on healing. Vessel of the Spirit can also be a nifty defensive ability, since it can knock back foes who are too close to her.
Zevran
Self / surrounded by at least 3 enemies: Whirlwind
Self / sourrounded by at least 3 enemies: Dual Sweep
Enemy / has high or medium armor rating: Deadly Strike
Enemy / his medium or low armor rating: Flurry
Self / Being attacked by a melee attack: Dirty Fighting
Self / Being attacked by a melee attack: Below the Belt
Enemy / Target rank is elite or higher : Mark of Death
Enemy / Nearest visible : Attack
Enemy / Target at short range: switch to melee
Enemy / Target at medium or long range: switch to ranged