Oracle said:
Well, there is a sfall hook script to force NPCs to change targets. Never tried it before. I'll look at that but don't hold your breath. Certainly it would be a cool feature.
Oracle said:
I can't make your companions trigger combat because most (if not all) critters are scripted to react when the PC is seen.
Blackened said:
Is it true that by this option, your NPCs don't use up any action points to heal themselves? If yes, I don't think it's correct.
That's right. I can't do much about it, wish I could. At least it's only once per turn and nobody forces you to do it. Maybe I could make the PC use up 2 or 3 APs to give the healing command in combat? Not sure if that even can be done..
Blackened said:
Outside of combat, healing with skill should be first priority. Nobody wants his NPCs wasting stimpaks. Well, at least I don't.
To be honest, healing using skills is something I made up for NPCs. I don't really remember why I did it. It's kind of a cheat by itself, considering it's not in the game.
I've checked the script (didn't remember) and they use:
- A super stimpak if they are hurt by 60 hit points or more.
- If they have 75% of HP or less, they try to use the healing skills.
- At last, they use a stimpak, if every thing above is false.
These settings are debatable.