A Gibberlings Three Mod
Eric Kerr (aka Cirerrek)
On the web:
Home page and discussion forum

Version 3
Languages: English, French, German, Spanish
Platforms: Windows, Mac OS X, Linux


The eSeries is a collection of Party AI Scripts for Baldur's Gate II: Shadows of Amn with or without the expansion Throne of Bhaal, Baldur's Gate: Enhanced Edition,. Baldur's Gate II: Enhanced Edition, and the conversions Tutu, BGT, and EET. Currently there are seven scripts included in the series: eArcher, eFighter, eMage, eMulti, ePriest, ePureF, and eThief. As you should be able to tell from the names of the scripts, they are tailored to specific character classes. There is some overlap in abilities, but generally speaking, the scripts are most potent when they are assigned to a character of the corresponding class.

The eSeries sprang from the magnificent Player AI Scripts known as the gSeries, which was developed by Greg Hodgson (aka Sarkyn). The gSeries was fully fleshed for doing battle in Baldur's Gate II: Shadows of Amn but, unfortunately for those of us who loved the capabilties of the series, Greg chose to exit the Baldur's Gate Scripting community prior to updating the scripts with the scripting options available in the final chapter of the Baldur's Gate Trilogy, The Throne of Bhaal. Considering the intrusions of real life and all the other wonderful videogames available for capturing our imaginations, I don't blame Greg in the slightest for finding other things to fill up his time. Wherever he is, I hope that life is treating him well. Cheers, Greg!

So one day while playing Throne of Bhaal, I decided I just couldn't take the gSeries' lack of ToB support any longer and although there were a couple of other high quality Player AI Scripts out there, Rich Martel's [uScript_2001-09-27] and Gebhard Blucher's [GB-Scripts] for instance, my loyalty to the scripts that had performed so well in Shadows of Amn superceded my interest in convenience and despite my relatively rudimentary understanding of Infinity Engine AI scripting, I, with Greg's consent, jumped in and began to overhaul the gSeries to bring it up to ToB date.


  • This mod is designed to work with Baldur's Gate II: Shadows of Amn with or without the expansion Throne of Bhaal, Baldur's Gate: Enhanced Edition,. Baldur's Gate II: Enhanced Edition, and the conversions Tutu, BGT, and EET
  • eSeries includes the installation of Detectable Spells. As the package doesn't seem to have a permanent information page, grab it directly off the IEGMC mirrors: America | Asia | Canada | Europe
  • eSeries has a small incompatibility with Refinement's Shapeshifting Fix: druids will not automatically shapeshift with this component installed.
  • The eSeries contains specific shout responses systems that allow the individual scripts to coordinate effectively, therefore it is not advised to mix the eseries with other Player AI scripts.

Bug Reporting

If you should encounter any bugs, please report them to the authors at Cirerrek's AI Scripts forum.


Enhanced Editions Note
The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. For BG2:EE it is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.

eSeries for Windows is distributed as a self-extracting archive and includes a WeiDU installer. To install, simply double-click the archive and follow the instructions on screen.

Alternatively, the files can be extracted into your game directory using 7zip or WinRAR. When properly extracted, your game directory will contain setup-eseries.exe and the folder eseries. To install, double-click setup-eseries.exe and follow the instructions on screen.

You can run setup-eseries.exe in your game folder to reinstall, uninstall or otherwise change components.

Mac OS X
eSeries for Mac OS X is distributed as a compressed tarball and includes a WeiDU installer.

First, extract the files from the tarball into your game directory. When properly extracted, your game directory will contain setup-eseries, setup-eseries.command, and the folder eseries. To install, double-click setup-eseries.command and follow the instructions on screen.

You can run setup-eseries.command in your game folder to reinstall, uninstall or otherwise change components.

eSeries for Linux is distributed as a compressed tarball and does not include a WeiDU installer.

Extract the contents of the mod to the folder of the game you wish to modify.

Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your game installation directory, run tolower and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lowercased file names. If you're unsure, running tolower and choosing both options is the safe bet.

To install, run WeInstall eseries in your game folder. Then run wine BGMain.exe and start playing.

Note for Complete Uninstallation
In addition to the methods above for removing individual components, you can completely uninstall the mod using setup-eseries --uninstall at the command line to remove all components without wading through prompts. .


How to assign the scripts:

  1. Select a character in your party by left clicking on them
  2. Press R on the keyboard, which will take you to the selected characters record sheet
  3. Left Click on Customize (located towards the bottom of the record sheet)
  4. Left Click on Script
  5. Scroll through the available party AI scripts until you come to:
    • eArcher
    • eFighter
    • eMage
    • eMulti
    • ePriest
    • ePureF
    • eThief
  6. Left click on it to select the script most appropriate to the class of the character that you have selected
  7. Click Done
  8. Click Done Again
  9. You should now be back to the record sheet. Press G on the keyboard to return to the game world.

General Features

  • Individual AI Toggle - On/Off
  • Advanced Targeting
  • Dynamic Threat Level Assessment
  • Hot Key Enabled Summoning
  • Hot Key Enabled Buffing
  • Improved Alacrity Awareness
  • Cure Poison (Self) - Antidote
  • Cure Poison (Others) - Antidote Passing
  • Heal (Self) - Potions
  • Bhaalspawn Innate Abilities
  • Run Away - Friendly Fire
  • Cast n' Attack
  • Heal - Request
  • Move to Combat
  • Performance Saver (Script Cutoff)
  • Weapon Switching - Melee to Missile or Missile to Melee
  • User Defined Weapon Switching - Hotkey allows you to designate who can switch weapons
Script Usage Specific Features
  • Fighter
  • Fighter Kits: Berserker, Wizard Slayer, Kensai
  • Ranger
  • Ranger Kits: Archer, Stalker, Beast Master
  • Paladin
  • Paladin Kits: Cavalier, Inquisitor, Undead Hunter
  • Monk
  • Barbarian
  • Cleric (Less Than 9th Level)
  • Cleric Kits (Less Than 9th Level)
  • Druid (Less Than 9th Level)
  • Druid Kits (Less Than 9th Level)
  • Priest Spells: 1st-4th Level
  • Turn Undead
  • Warrior High Level Abilities
  • Heal (Self) - Spells
  • Respond to Help Requests
  • Heal (Others) - Spells
  • Targets Nearest First
  • Wizard: Generalist
  • Wizard: Specialist
  • Sorceror
  • Bard
  • Bard Kits: Skald, Jester, Blade
  • Wild Mage ( with limitations)
    • Chaos Shield Not Scripted
    • Improved Chaos Shield Not Scripted
    • Nahal's Reckless Dweomer Not Scripted
  • Wizard Spells: 1st-9th Level
  • Bard Song
  • Wizard Spells: 10th Level
  • Rogue High Level Abilities
  • Targets Furthest First
  • Engages in melee as a last option
  • Cleric
  • Cleric Kits: Priest of Lathander, Priest of Helm, Priest of Talos
  • Fighter
  • Fighter Kits: Kensai, Berserker, Wizard Slayer
  • Ranger
  • Ranger Kits: Archer, Stalker, Beast Master
  • Paladin
  • Paladin Kits: Cavalier, Inquisitor, Undead Hunter
  • Monk
  • Barbarian
  • Druid
  • Druid Kits: Shapeshifter, Totemic Druid, Avenger
  • Priest Spells: 1st-7th Level
  • Turn Undead
  • Heal (Self) - Spells
  • Respond to Help Requests
  • Heal (Others) - Spells
  • Warrior High Level Abilities
  • Priest Spells: Quest Level
  • Targets Nearest First
  • All Classes (See eMage for Wild Mage limitations)
  • All Kits
  • All Multi-Class Combinations
  • Targets Furthest First
  • Engages in melee as a last option
  • Includes all Specific Features Of:
    • eFighter
    • ePriest
    • eMage
    • eThief
  • Thief
  • Thief Kits: Assassin, Swashbuckler, Bounty Hunter
  • Hide n' Detect
  • Backstab
  • Lay Traps
  • Fighter
  • Fighter Kits: Kensai, Berserker, Wizard Slayer
  • Barbarian
  • Monk
  • Inquisitor
Differences from eFighter:
  • Discards most of eFighters spell usage, which works out to be a much smaller script
  • Class and Kit Innate Abilities
  • Warrior High Level Abilities
  • see eFighter
Differences from eFighter
  • Targets Furthest First
  • Scripted to engage in melee combat as a last option
  • see eFighter


Hotkey Association Default Description
D [D]isable AI Off Turns the AI off for the selected character(s)
E [E]nable AI On Turns the AI on for the selected character(s)
L [L]ay Traps Off Causes a selected character capable of laying traps to deposit one of each kind available to them at their current location
S [S]ummon Off This will cause selected spellcasters in your party to cast their memorized summoning spells to increase the number of summoned creatures in the party up to the game-imposed limit of FIVE.

Obviously, your spellcasters will not cast spells that they do not have memorized, so if you press S and nothing happens, it may be that either your casters do not have any of the appropriate spells in memory or your party is already in control of 5 summons.

B [B]uff Off This will cause selected spellcasters in your party to cast their memorized buffing spells to enhance themselves, the party, and possibly summons if they are within range. A spellcaster will not cast spells that they do not have memorized, so if you press B and nothing happens, then your casters probably do not have any of the appropriate spells in memory. Casters will continue to cast buffing spells until they are out of the appropriate spells, or 3 rounds pass.
F Set Weapon Preference Off Press F once to designate a party member as melee or twice to designate a party member as missile. Melee designates will not automatically switch weapons

Contact Information

The eSeries sprang from the magnificent Player AI Scripts known as the gSeries, which was developed by Greg Hodgson (aka Sarkyn). With Greg's consent, Eric Kerr (aka Cirerrek) has now taken over the project and has expanded it to include Throne of Bhaal. You can visit The Gibberlings Three for information on this and any other mods on which we may be working.

Thanks and Acknowledgements

Black Isle Studios - For producing such an excellent RPG
Bioware - For the Infinity Engine and making such an outstanding RPG
Sarkyn (Greg Hodgson) - gSeries and gMinion
Xyx (Jochem van't Hull) - General Insight and Helpfulness
GBlucher (Gebhard Blucher) - GB-Scripts
Rich Martel - uScript
TeamBG - Editors, Tutorials, Forums
BWScripts - Defunct but not forgotten
BGScripts - Where player AI scripting really came to life
Jon Hauglid - Near Infinity and eSeries Debugging
SimDing0 - A little of this, a little of that, and all very helpful
Max (aka Potencius) - a font of information about everything Infinity Engine
Ivann Alvarado - XpertAi (IWD)
Grog - Smart Scripts
Jessica Kerr - seriously reducing my risk of developing carpal tunnel syndrome
Sir Alexander - French translation
King Diamond - BP Detectable Spells
Göran Rimén - scripting tutorials, script segments, etc.
CamDawg - hosting, installation package, G3'ifying documentation

Tools Used in Creation

Credits and Copyright Information

Permission is granted to use and modify the contents of this mod, as long as credit is given to Cirerrek and the original authors and support is handled by the modifying party.

Version History

Version 3 - September 3, 2018

  • Compatibility updates for EE
  • Included DS in eSeries
  • Streamlined code

Version 2

  • Removed setup.bat
  • Updated to WeiDU v213

Version 1.8

  • Added Azlaer's Harp, Potion of Firebreath
  • G3's Divine Remix Spells - Strength of Stone, Pro from Good, Pro from Good 10', Conjure Air Elemental, Battleguard of Tempus Tenser's Transformation
  • Cleaning, Vacuuming, and Re-arranging courtesy of Horred the Plague
  • Changed druid shapeshifting algorithim again. This time I'm using a random number trigger. High level shapes have a 70% chance, medium level shapes a 60% chance, and low level shapes 50% chance of occurring, if the other triggers in the blocks return True.
  • Added German translation and ReadMe courtesy of Leonardo Watson
  • Added Spanish translation courtesy of Immortality
  • Fixed some leftover LOS issues from Horred's cleanup
  • WeiDU v196
  • Fixed issue where eSeries would fail to install after Kelsey or Ascension, as they overwrite stats.ids completely
  • Fixed issue where eSeries was appending the correctly spelled but unused stat WIZARD_KHELBENS_WARDING_WHIP instead of the proper entry of WIZARD_KHELBANS_WARDING_WHIP. This could cause compile errors if Detectable Stats was not installed or if the Detectable Stats changes were overwritten by another mod prior to eSeries (i.e. Kelsey or Ascension)

Version 1.7 (not released)

  • Internal test build, not released

Version 1.6 (not released)

  • Internal testing build, not released
  • Druid shapeshift algorithim changed to 4 AC points less that the effective AC of the creature that the druid polymorphs into
  • Added OR !HaveAnySpells() check to the AC check, so if you out of spells you should transform and attack. Shapeshifting is a druid class feature, it should get used at least some.
  • Re-added gs_GoodBerries.baf to eMulti because SimDing0 has made the spell reasonably useful again. Thanks SimDing0

Version 1.5

  • Added OS X installer
  • Moved to The Gibberlings Three
  • Scripts now compiled on-the-fly

Version 1.4

  • Removed Simulacrum AI Change while I work on a better method for assigning scripts to clones
  • Removed Breach Shield Check because it used Change Specifics which could potentially break some areas of the game - Suggestion by SimDing0
  • Comment out ChangeSpecifics actions in gs_AntiMage_TL4
  • Switched to using PUPPETTYPE and PUPPETMASTERTYPE to determine allowance/preventation of casting clone spells
  • Noted incompatability between PnP Celestials and the eSeries, if PnP Celestials is installed after the eSeries. Caedwyr has been notified and indicated that the incompatability will be removed in a future version of PnP Celestials
  • Added SetWeapon Preference - HotKey F, once Melee, twice Missile, Melee designates will not switch weapons - Suggested by Hlidskialf
  • Added SpIn683 WEB_TANGLE to the Scriptable Spells segment. This should prevent CTDs that some users were experiencing in conjuction with using gMinion
  • Added G3's Divine Remix: Nightcloak of Shar - Confusion, Feeblemind, Invisible Stalker, Power Word Stun, Shar's Curse, Chakram - "Discs of Night"
  • WeiDU v185

Version 1.3

  • Added AC checks to druid shapes werewolf, fire salamander, wyvern, greater werewolf, earth elemental, and fire elemental, yes they do have enchanted attacks, which is nice until you get a decent weapon, then I would much rather have my druid in a form that can cast. Algorithim chosen was 3 AC points less that the effective AC of the creature that the druid polymorphs into. Moved firesalamander and werewolf to be above wyvern
  • Noted incompatibilty between eSeries and Refinements Shapeshift Fix component (may investigate switching to their version as it seems to be well regarded as a bugfix within the community)
  • Switched to using BP Dectectable Spells
  • Stripped out Sequencer Memory as it acted a bit buggy and no one seemed to be using it
  • Aganazzar's Scorcher wasn't being cast - Fixed - Thanks Alan George
  • Other changes too numerous to mention
  • Added G3's Divine Remix Spells: Beast Claw, Cause Light Wounds, Cause Medium Wounds, Curse, Divine Shell, Faerie Fire, Moonblade, Sunscorch
  • WeiDU v185

Version 1.2.09

  • Imoen keeps trying to backstab my party's summoned minions when she has free time on her hands. Fortunately, you can't backstab with a quarterstaff ;) Modified gs_Backstab to include !Allegiance(LastSeenBy(), GOODCUTOFF) to try and prevent such naughty behavior.
  • Still don't know why the Sling of Everaard isn't being equipped properly by the scripts. It seems to be the only unlimited ammo item that they have trouble with. If someone asked me about it, I'd swear it used to work. At least, I think I would have noticed considering how early in the game that you can purchase it. I can't tell a difference between it and any of the other unlimited ammo items using NI. Ideas, anyone?
  • Commented out the test displaystringhead "You played Elminster?" in gs_RunAwayFriendlyFire.baf - Thanks Caedwyr
  • WeiDU v155

Version 1.2.08

  • User Request - Caedwyr
  • Caster of PI is getting zapped by Dispel Magic from Party Members
  • Added Specific 206 GEPPETO to Specific.IDS
  • Modified gs_CounterSpells (Mage, Inquisitor, and Priest), gs_HealOther_1st_4th, gs_DefencesSpecific_TL3_Priest to check that targets !Specifics(Target,GEPPETO) before casting the spells on a target
  • Modified gs_HotKeyB_Mage and gs_Defences_TL4_Mage to alter the characters scripting state when casting Project Image
  • Need to add scripting for casting PI from scroll?
  • Feedback on the 'fixes' is welcome
  • WeiDU v153

Version 1.2.07

  • WeiDU v148
  • Changed TROLALL to TROLLALL in gs_Shapechange.baf - Caught by NI. Thanks to Jon Hauglid

Version 1.2.06

  • WeiDU v137

Version 1.2.05

  • Potion of Fire Giant Strength (gs_Buffs_TL4_Items) checking for STR 23 instead of STR 22, Fixed! Thanks Jenny
  • WeiDU v130

Version 1.2.04

  • NI's nifty updated compiler caught a couple of missing parenthesis here and there throughout the series - Fixed! Thanks Jon
  • WeiDU v124

Version 1.2.03

  • Fixed Resist Dmg Type on Wand of the Heavens also added check for Save vs. Wands
  • Recoded Ring of the Ram as it was jacked, should be used more often now
  • Recoded Harp of Pandemonium so it should now be used more often
  • Moved the Harp of Pand and the Helm of the Rock over Ring of Energy in gs_Attacks_TL3_Items
  • Added check for Save vs. Wands to Wand of Electricity code
  • Recoded Ring of Energy, corrected Resist Dmg Type check
  • Fixed Resist Dmg Type on Wand of Fire also added check for Save vs. Wands
  • Fixed Resist Dmg Type on CLERIC_FLAME_STRIKE, added check for Save vs. Spells
  • Commented out all the stuff that requires a STATE_DISEASED Check because the state doesn't function
  • Put the ! Back in front of CombatCounter(0) in gs_Backstab for now
  • WeiDU v118

Version 1.2.02

  • Reduced Magic Missiles Magic Resistance check from 91% to 75% to reduce the chance of it being resisted
  • Added check for resistance to magical damage in Magic Missile to increase the odds of finding an appropriate target
  • Used !LOS(PlayerX) to script Burning Hands and Agannazer's Scorcher - Probably needs Testing - Thanks Grog
  • Trying to use SetInterrupt(FALSE/TRUE) to tweak Run - From Friendly Fire
  • Added ek_SequencerMemory.baf to eMulti and eMage
  • Added Offensive, Defensive, and Disabling Sequencer usage to the appropriate segments
  • Updated gs_Antimage_TL4_Mage to check for a lot more spells that are acceptable to try and remove
  • Removed gs_HealSelf_Lay_Hands, gs_HealOther_Lay_Hands, gs_GoodBerries from eMulti to keep the size of the script down

Version 1.2.01

  • Moved WIZARD_BIGBYS_CLENCHED_FIST up in gs_AttacksSpecific_TL3_Mage
  • Added Ring of Spell Turning [RING34] to item usage
  • Added WIZARD_SKULL_TRAP to gs_AttacksSpecific_TL3_Mage - Need to Load up on Skull Traps to see if this works okay or not
  • Fixed a bunch of incorrect resistance to damage type checks in gs_AttacksSpecific_TL3_Mage
  • Added !Race - Dragon check to RANGER_CHARM_ANIMAL, as Dragons are defined as General ANIMAL - Thanks Mageofthesands
  • Dropped save vs. spells on WIZARD_CHARM_PERSON from 10 to 8
  • Upgraded to a WeiDU v116 installer

Version 1.2.00

  • Added Amulet of Cheetah Speed and Bracers of Blinding Strike to item usage
  • Change Vocalize to HaveSpellRES usage - eventually, I'd like to change all spell usage to HaveSpellRES
  • Added WA2HARP to item usage
  • Removed ! From CombatCounter(0) in gs_Backstab to more closely resemble Len's example. I might change this back as I believe the way I had it was working well, but I thought it might have something to do with the weapon switching problem.
  • Added some DisplayStringHeads to gs_Backstab to see more closely what is going on
  • Also uncommented out a couple of DSH's in SelectWeapon segment to try and figure out why Imoen isn't switching weapons, I thought it was having something to do with the backstab routine, but Yoshimo didn't exhibit the problem with eThief, but Imoen does with eMulti and eMage. Testing to be done
  • Removed a Rakshasa race check from the Helm of the Rock since I am also checking for the Rakring lower in the script
  • Realized I had forgotten to update the OR() when I added the Item Upgrade ranged weapons to gs_SelectRangedThenMelee_ItemList - Fixed
  • Noted that the druid shapes brown bear and black bear were checking for the wrong item - Fixed
  • Added AC checks to druid shapes brown bear, black bear, and sword spider, yes they do have enchanted attacks, which is nice until you get a decent weapon, then I would much rather have my druid in a form that can cast. Need to revist the gs_DruidShapeshift again in the future to complete the update for all shapes
  • Re-commented the lines out in gs_SelectRangedThenMelee_ItemList when I figured out that the problem was OR()

Version 1.1.09

  • Added an InParty() check to CLERIC_NEUTRALIZE_POISON, CLERIC_REMOVE_PARALYSIS, CLERIC_REMOVE_FEAR, and CLERIC_CURE_DISEASE, after my cleric cured a downed troll that was poisoned.
  • Increased the chance of clerics casting Miscast Magic and Insect Plague, hopefully ;)

Version 1.1.08

  • Changed scripting of DUHM so it will not be cast when someone is right in your face because of the long casting time, changes were to gs_PreAttack_TL1_Priest and gs_Attacks_Innate
  • Changed FIRE resistance check to 50% for Comet and 25% for Dragon's Breath
  • Added Save vs. Death check to Comet to increase the chance of finding a target that will result in a proper wing buffet/unconciousness result
  • Uncommented out the trigger in gs_Turn Undead trigger that I commented out in v1.1.06, commenting out made the problem worse as I should have realized if I had taken a second to think about it.
  • Added the ranged weapons from Westley Weimer's Item Upgrade Pack to the gs_SelectRangeThenMelee_ItemList - Thanks Caedwyr

Version 1.1.07

  • Added check !Class(LastSeenBy(Myself),FIRE_ELEMENTAL) to gs_TurnUndead because some of salamanders are defined as General - UNDEAD

Version 1.1.06

  • Added !General(LastSeenBy(Myself), UNDEAD) to gs_BackStab, also commented out the Barbarian and Gargoyle Boots clauses, see the .baf for the reasons why
  • Added Improved Kiithix (sp?) to gs_GlobalResets_Items, gs_HotKeyS_Items, gs_Summons_TL4_Items (Westley Weimer's Item Upgrade Pack)
  • Removed magic resistance check from WIZARD_DRAGONS_BREATH because the spell bypasses it
  • Switched to using Dyara's KIT.IDS file which is supposedly fixed more than the previously fixed KIT.IDS ;) Thanks to Dyara and any others responsible for figuring this one out.
  • Added the Harp of Discord to gs_Attacks_TL2_Items, appended gs_GlobalResets_Items to reflect the addition
  • Added a !Range(LastSeenBy(Myself),6) trigger to the Harp of Discord as we would prefer an enemy that we confused to have a chance of targetting someone other than the party members.
  • The display string that I used for the Harp of Discord was actually for the whole item description rather than just the identified name of the item. Fixed!
  • Commented out the trigger in gs_TurnUndead that would allow a cleric to start turning again if an undead creature was close enough and the timer hadn't expired yet, because this was causing my cleric to stand there and take a beating from Undead that were not destroyed or not turned - Maybe I should just increase the TurnUndead Level check?

Version 1.1.05

  • Changed Custom Specific.IDS #'s to correspond with the possible values of a byte 0-255 (Don't Use 0)
  • Fixed the error Specifics HAS_SHIELD to HAS_SHIELD in gs_AntiMage_TL4_Mage to correspond with gs_BreachShieldCheck
  • gs_CounterSpells_Mage - Modified True Sight to Use Custom State STATE_ILLUSIONS, Modified Dispel/Remove Magic to use Custom State STATE_ENCHANTED, in Dispel Magic Player Segments, changed Trigger See(PlayerX) to LOS(PlayerX,8)…just to see if it works
  • gs_CounterSpells_Inquisitor = Mod Inquis True Sight to Use Custom State STATE_ILLUSIONS, Mod Dispel Magic to use Custom State STATE_ENCHANTED
  • gs_CounterSpells_Priest = Mod Cleric True Sight and Helm True Sight to Use Custom State STATE_ILLUSIONS, Mod Dispel Magic to use Custom State STATE_ENCHANTED
  • gs_CounterSpells added anti-illusionary creature use of Remove Magic…works well the one time in the game when you need it
  • Changed the layout of WIZARD_DETECT_INVISIBILITY and WIZARD_GLITTERDUST to match that of WIZARD_TRUESIGHT (just for consistency)
  • Fixed Double !Range(blah,4) in the usage of the Thieves' Hood
  • Added the Jansen Spectroscope (Detect Invisibility 1x/day) to gs_CounterSpells_Items and appended gs_GlobalResets_Items to reflect this
  • Created new segment ek_DailyCreation_Items which should in theory cause Jan to create his Flash Master Bruiser Mates daily, if he has an open inventory slot, also works with the Cloak of the Stars, there is a nice ToB sling that has this effect, but I am not sure it will work with a weapon... any others? I think only eMage and eMulti will get this segment, GB has this set up on a hotkey, I might be advised to do the same

Version 1.1.04

  • Added BLADE_DEFENSIVE_SPIN to gs_DefencesGeneric_TL3_Rogue
  • Added BLADE_OFFENSIVE_SPIN to gs_PreAttack_TL3_Rogue
  • Added Rogue routines gs_DefencesGeneric_TL4_Rogue, gs_DefencesSpecific_TL4_Rogue, gs_DefencesGeneric_TL3_Rogue, gs_PreAttack_TL3_Rogue to eMage to account for Bard High Level Abilities and also the Blade Kit special abilities
  • Trying to use a timer to keep track of whether I am shapechanged or not, updates gs_Shapechange if this works, I'll try and see if I can apply it to gs_PolymorphSelf
  • MISC3F - Jade Hound Added to gs_Summons_TL3_Items and gs_HotKeyS_Items, appended gs_GlobalResets_Items to reflect the addition

Version 1.1.03

  • Replaced the AttackeBy([ANYONE],DEFAULT) that I had removed in an earlier version to try and make WIZARD_MISLEAD be cast at more appropriate times.
  • Replaced GLOBALS with GLOBAL in the CounterSpell Segments and the MoveToCombat Segment - thanks to Jon Hauglid for finding that error
  • Fixed a coding screw up in gs_Shapechange - the revert to NATFORMx code needed to be split into two parts (Segment still will not transform back into natural form, need to test more)
  • Removed EquipMostDamagingMelee() from several of the warrior and rogue attack bonus high level abilities, because they actually apply no matter what weapon you are using, ranged or melee
  • Moved the SetGlobal up in the Response section of the SelectRangeThenMelee (Item List) routine, rumor has it that it is good practice always to set your Globals before things like Spell() actions
  • Added SimulacrumAIChange segment to all eSeries scripts for the purpose of identifying and changing the specifics of any party summoned Simulacrum, Projected Image, or Mislead and also to apply the script gMinionC to the S/PI/Mn - Removed from Public eSeries who may or may not want to use gMinion
  • Fixed a bunch of Object Type errors throughout the scripts - Thanks to Jon Hauglid again :)
  • Added Vhailor's Helm [WA2HELM] to the scripts in gs_Summons_TL4_Items and gs_HotKeyS_Items, appended gs_GlobalResets_Items to reflect the addition

Version 1.1.02

  • Fixed a bunch of cummulative copy paste errors - missing quotes from "LOCALS", mostly
  • Fixed some missing parenthesis
  • Fixed a couple of incorrect CheckStats() - INTELLIGENCE to INT, RESISTLIGHTNING to RESISTELECTRICITY
  • Fixed a couple General(LastSeenBy(),[EVILCUTOFF.0.UNDEAD.0.0]), NI didn't like this so I changed to just UNDEAD and made sure the appropriate InParty(), Allegiance() checks were there to compensate
  • Fixed spelling error RANAGER_ALL to RANGER_ALL

Version 1.1.01

  • Minor tweak to Protection from Normal Missles usage (Mage, Stalker)
  • Fixed eC_Heal in eMulti and ePriest - had gs_HealOther_Innate in place of gs_HealSelf_Innate

Version 1.1

  • Modified spell usage to Account for Improved Alacrity
  • Switched to using Detectable Spells Pack v1.21

Version 1.0

  • Began conversion of the gSeries to the eSeries
  • Added 9th level spell usage
  • Added the majority of the class innates
  • Added Shapechange routine
  • Modified backstab routine
  • Added high level ability usage where easily scriptable
  • Added Summoning Items usage
  • Tweaked/Fixed a few of the spell scriplets.duration, targeting, etc.,
  • Added Bag of Holding/Potion Bag check to most potion usage (Run Away Hide - Drink Potion Behavior an exception)
  • Tweaked Dispel Magic usage so the scripts would react more often to party members with debilitating effects
  • Included some SoA/ ToB Items to be used by the scripts (Shield Amulet - Thieves' Hood, among others)
  • Included usage of the fixed spell files so that several spells/abilities/items could be scripted
  • Included a few of the NPC-only abilities (MINSC_BERSERK, Delryn Family Shield, among others)
  • Included routine for bard song usage in eMage and eMulti