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If you put Is Ore : Standard Attack as the first priority they won't waste mana on them.
I have yet to use transmute but doesnt that change enemies into ore, something like Enemy is not Ore : Transmute should not cast it again on ore?
https://thesovietgaming.com/soda-dungeon-2/scripts-guide
Ally Status Effect != positive Recharge is what ya need for recharge
The script system is really good but I'm sure improvements will be made to make it even better
Edit: Also remember priority order as it may override some of your scripts
Yes but I need casters to be casting their AOE spells during normal battles, not hitting ores. So I could have everyone focus on the ores first but that is the "stupid AI" I want to avoid. And if I set casters to do AOE spells they will obviously spend all of their mana nuking ores in mineshafts.
Transmute works only once per combat, so any time after the first it is just resisted and wasted mana, even if it is a different enemy.
That is fine if the only purpose for your mystic is to cast recharge. But I personally like to have mine spam skull bash and AOE spells with her uniquely high mana regen. Otherwise might as well just load up on carpenters.
To call it Scripting is misleading.
Just ignore Mine Shafts altogether.
Transmute only creates more ore which slows you down.
With a large enough Mana pool and % Key Find, the Mystic becomes obsolete,
keys for the Fairy = recharge.
I've never used Defend via the automation, can't comment on its usefulness outside of boss fights.
Yeah, the scripts could use some improvements, but most of this can still be arranged with what we have.
For your Mystic, try
1. Enemy Team Alive >2 AoE
2. Ally Status != Positive Recharge
That way, in theory, the Mystic should first check if the Enemy Team condition is met and use her AOE if it is. Then if there's less than 2 enemies, she'd check for Ally Status condition and cast Recharge.
As for wasting mana on ores, that's something that mildly annoys me as well. I suppose a clever user (i.e. not me) would be able to find a way around that using scripts. Maybe something along the lines of
1. Enemy Team Alive >3 AoE spell
2. Enemy Is Ore Default Attack
Personally I like mineshafts because I have scripts set to default attack them ahead of almost everything else. That means mineshafts turn into mini-fairies because it takes awhile to default attack them all which allows for a good chunk of regen to happen.
The logic for pilfer, transmute and ransack in scripts will be changed in a future update.
Also, 90% uselessness sounds like an absurd overstatement.
It is certainly possible to make good scripts for every character, a few bugs aside. Far from totally broken. Floor 500k+ and never had any issues making good scripts. In some cases you might have to do some form of workaround for some bugs but that's about it.
Secondary conditions are coming in the future as are fixes for transmute/pilfer/ransack and more.
https://trello.com/b/RYGuSbPO/soda-dungeon-2-dev-tracker
what classes are you specifically looking for scripts for and what do you want them to do?
As it turns out, it was a nearly worthless endeavor because raising item find to 80 means every normal enemy is nearly guaranteed to drop an item so is much more effective. Also, at that point, ransacking things is a very minor benefit because ransack isn't affected by item find. It's much more effective to farm crafting resources with 80 item find and a fast killing group than to run a 4 thief ransack team.
If you're just using 1 thief at the front to ransack for essence, you can set up a simple has essence = ransack line and then only have to worry about minibosses or bosses that have essence being ransacked repeatedly.
I'm guessing that the problem mentioned by FDru that his thieves constantly ransack is more that he has them set to use strongest attack or strongest single target attack in his scripts. Ransack is considered thief's strongest innate attack so unless you're running an item that has higher damage, it will use Ransack in any script that says to use strongest attack.
If you would rather they not use ransack for their main damage, try changing your scripts saying "strongest / strongest single target attack" to default attack so they don't use ransack as their main damage.
1 Enemy : Is Ore - Default Attack
2 Enemy : HP <90% - Default Attack
3 Enemy : Has Essence - Ransack
4 Enemy : Weakest - Default Attack
The above should ensure that your thief helps clear ores without wasting mana ransacking them.
Then it will check if anything is below 90% and default attack them in order to avoid chain ransacking the non normal essence enemies that don't die before the thief acts again. Then it will check if there is an essence enemy and ransack it for the bonus essence.
Finally, if there is no ore or essence enemy or enemy below 90% health it will hit with a default attack.
The majority of the time, your thief using that script in the first party slot will simply ransack any enemy with essence once and move on to only using default attack so you save mana.
Occasionally, it will miss ransacking an enemy just because an ore is there and they aren't the first party member to act after the ore is broken. If that is a big issue for you, you can just remove the first line and accept your thief will mostly ignore ores.
That could cause you to miss ores when they spawn in 2 enemy levels though because at low enough levels, ransack or default attack on the non-ore enemy by the thief in your first party slot can 1 shot the enemy and un-damaged ores as the last enemy on a normal level are ignored and passed by.
enemy: status != negative - curse
enemy: is ore - attack/noxin
if "status" action is first - DM always cast curse on ore mine, and it all depends on the order of the enemies
ore mine can be last target for DM, and DM just spend mp for useless cast, waiting for the end curse on other enemy
or ore mine is not last target, and enemy that is not turned to stone deals damage to my party
if "ore" action is first - enemy newer turned to stone (while ore mine is "alive") and deals damage to my party
also, I can not deal magic damage with the imposition of effects. because it breaks check for curse
pls dont necro old threads
but to answer your question, scripts have been improved a good bit since then, but even then they werent that complex, it's just that there were no guides since they were new. So many people struggled with them. Sorry not everyone is as cool as you