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Universal Auto Sword Fight Script



Wing explained that they were the Circle of Light, a group of Cybertronian scholars and scientists who abandoned the planet during the early days of the war in order to find peace and preserve Cybertron's culture. Wing and Drift were taken to a meeting with Crystal City's leader, Dai Atlas. While Drift waited outside, Wing was admonished for bringing a corrupting influence to the city. He was ordered to keep Drift with him at all times. Afterward, Wing brought Drift to an empty room, discarded his swords and asked him what the Decepticon symbol stood for. Drift replied it meant strength, power and conviction, and the belief in the survival of the strongest. Wing offered Drift a chance to earn his freedom by defeating him without guns in combat, but Drift never succeeded. Drift grumbled that he'd never learned to fight without projectile weaponry.




Universal Auto Sword Fight Script


Download: https://www.google.com/url?q=https%3A%2F%2Ftinourl.com%2F2uiP5P&sa=D&sntz=1&usg=AOvVaw3L6Qs3bwvAhnUlk6WYd9eA



Lockdown reminded "Deadlock" of his high-standing in the Decepticon army. Megatron held Deadlock in high esteem, and by guarding these Transformers Drift stood to lose that. Meanwhile, the head slaver, Braid, required Cybertronian bodies to experiment on, and were willing to take captives from the neutral camp in lieu of Deadlock, in payment for the property he'd damaged earlier. After agreeing to lead the neutral Transformers into an ambush, Drift stumbled back to Crystal City, where he informed the Circle of Light about the pact he'd made with Lockdown and the slavers. Drift argued that they should fight their attackers to preserve their freedom and their way of life, but Dai Atlas sharply disagreed. He would have no fighting at all, even to preserve his own life, and blamed Drift for ruining their civilization. The others did not agree, and supported Drift. A small number of them offered to help fight the slavers while keeping the true number of their population unknown. As they reached the surface with a hastily constructed craft to make it appear as if the Circle of Light had recently crashed there, Drift revealed himself to have been rebuilt head-to-toe to match his new colleagues. With a sword mounted on each hip, Drift announced he was ready. Drift #3


The crew of the Lost Light intervened on Temptoria, where a group of Decepticons had invaded and subjugated the local populace. A fierce battle erupted on the planet's surface, in which Drift cut down Tailwind and Tentakil. He also interrupted Rodimus' battle with Snap Trap, shoving a sword through the Seacon's face. Rodimus chided him for butting in, but Drift protested that "the ones with swords" were his to fight. In the aftermath of the fight, Drift[1] visited Chromedome's room to make a proposal. Before & After He and Brainstorm revealed to Chromedome that Overlord was aboard, hidden in a specially-constructed room beneath the ship, and the mnemosurgeon agreed to interface with the dormant Phase-Sixer to learn the secret of his power. Remembrance Day


Optimus informed him on the Decepticon's' multi-universal recruitment drive. Drift asked why they sent one asset instead of an army, and Perceptor explained because of the massive energy expenditure needed to penetrate the Multiversal Membrane, solo is the only option. Drift followed Barricade to an alternate universe with endless fighting. Barricade taunted him before fighting him head-on. Outlaws


When Professor Harold Oxley (Sir John Hurt) is auto-writing, the Mayan symbols he is drawing in the notebook with one hand were actually done by an expert in Mayan script seated directly behind Hurt. It is the expert's arm doing the writing instead of Hurt.


The jungle chase sequence was filmed in a Hawaiian jungle, which was the closest to a primitive looking jungle the crew could find that allowed them to shoot the action in a convenient way. It had sixteen thousand acres of land, with a mile-long path running through it. The crew made their own roads adjacent to the main one, so they had plenty of space for the vehicles and the stunt doubles to do the sword fighting on the moving vehicles.


There were no less than three major drafts written for this movie, before the final re-writes by David Koepp and Jeff Nathanson. The first draft was written in 1993 by Jeb Stuart (who was recommended to George Lucas by Harrison Ford while working on The Fugitive (1993)). It was sub-titled "Saucerman from Mars", and featured many plot elements used in this movie, including the Doomtown nuclear sequence, launch bay test fight, the jungle, Russian enemies, as well as Indiana getting married in the end to a fellow scientist called Dr. Molly. The second draft, written by Jeffrey Boam in 1995, simply called "Indy IV", had Indiana searching for Noah's Ark. Boam's draft contains elements that were used in the final movie, including having Marion back, Indiana having a son (called Abner, and was described as a geek), aliens, and the main object was a crystal skull. This draft could have been used, if the movie was released in 1996, but was shelved at that time, because, according to Steven Spielberg, of the release of Independence Day (1996), which also contained aliens. The third major draft by Frank Darabont, subtitled "City of Gods", was very similar to the final movie, with Marion in it, but also has Oxley in it, but removes Mutt. Steven Spielberg reportedly loved the script (according to Darabont he called it the greatest script he'd read since Raiders of the Lost Ark (1981)), but Lucas rejected it for reasons not disclosed. Koepp looked at all of this movie's previous drafts, and kept what he felt were good ideas. He tried not to make his work a "fan script", avoiding any trivial references to the previous movies. He noted that the story would have to acknowledge Ford's and Jones' age, and also aimed for the mix of comedy and adventure from the first movie, trying to make it less dark than the second movie, and and yet less comic than the third movie. Plot elements from all three drafts were used for the final script.


The scripts do not help. The writers are heavy-handed with symbolism (many rats appear at moments of corruption for the characters, shockingly). They also chose a far more medieval effect in the dialogue (you can play a drinking game with how often someone says the words "mine own" instead of "my") that feels wooden. The words simply don't jump off the screen, which is a problem because "Dragon" is talkier than "Thrones." Yes, there are battles and sword fights, but they're few and far between. This Westeros is a place mostly of peace, which is great for the fictional citizenry but terrible for storytelling opportunities.


This AI script, suitable for all characters, is not intended to help you fight difficult battles, but it might make your life simpler (especially where pre-casting spells is concerned - SCS virtually requires you to do a lot of precombat spellcasting of long-duration spells, but it's tedious to do manually.)


On either edition, the script has fairly minimal combat functions: it will attack in melee or at range, prioritising non-helpless opponents, not fighting if the character is turning undead, and not wasting Minute Meteors, Energy Blades or Invisibility. Out of combat, the character will use low-level healing resources if needed, will activate long-duration once-per-day items, and can be instructed to cast long-duration defensive spells on the party by hotkey: C for Chaotic Commands, V for Death Ward, B for Protection from Fire and Protection from Magic Energy, Z for a paladin's Protection from Evil. (These spells are cast at a highly accelerated rate, and will not be cast on characters who are already protected.)


This component substantially improves the (in BG1 almost nonexistent, in BG2 rudimentary) scripting for monsters to help one another. Even the stupidest monsters will fight in groups (so the advance-a-few-steps-at-a-time strategy will fail); intelligent monsters will call out to nearby allies. There are some ways to abuse this component but generally it seems to strike a good compromise between amazingly unrealistic behaviour on the one hand, and the entire map emptying towards you on the other.


This component overhauls the "Fiends" (i.e., Baatezu and Tanar'ri, aka Devils and Demons) and "Celestials" (i.e. Devas, Planetars and Solars) throughout the game. More than any other component of this section of SCS , this component not only upgrades their scripting but actually gives them a variety of new magical abilities. I've based the abilities the fiends received on a combination of 2nd and 3rd edition pen-and-paper D&D; details can be found in the Spoilers section. However, the fiends' basic combat abilities and defences remain essentially unchanged: other than a certain amount of systemisation (where two similar-looking fiends have wildly different immunities, for instance) I've left their hit rolls, damage, immunities, magic resistance etc pretty much alone. In fact, in one or two cases I've removed a power (e.g. permanent haste) that seemed to be added as a cheesy way of making a fight harder.


The SCS version of Improved Bodhi is updated to use modern WeiDU coding (to help with compatibility-friendliness) and SCS AI scripting. You can fight Bodhi in chapters 3 and 6; in chapter 3 (again, following Tactics) she'll pull her punches.


  • In many cases, choices of spells, kits, creature levels and the like are externalised to text files which are then user-editable using Notepad or similar. You do this at your own risk. Here is a list of the files that can be edited. In each case the file format is fairly self-explanatory (though you may need to look up the resource names of creatures from Near Infinity).High-level Abilitiesgenai/hla_choices/hla_always.2da: list of fighters and thieves who get to use High-Level Abilities at TACTICAL difficulty.

  • genai/hla_choices/vanilla/[kit].2da: default choices of High-Level Abilities for fighters and thieves. (A row is chosen at random; powers are granted sequentially along that row.)

  • mage/hla.2da: list of mages who get to use High-Level Abilities on difficulty settings below SUPER-INSANE.

  • mage/hla_choices/vanilla/[kit].2da: default choices of High-Level Abilities for mages. (A row is chosen at random; powers are granted sequentially along that row.)

  • priest/hla.2da: list of priests who get to use High-Level Abilities on difficulty settings below SUPER-INSANE.

  • priest/hla_choices/vanilla/[kit].2da: default choices of High-Level Abilities for priests. (A row is chosen at random; powers are granted sequentially along that row.)

  • Kits for fighters and thieves genai/kit_override/bg2/[kit].2da - assigns kits to bg2 characters. Just list the creature resource name in the appropriately-named file. Note that only some kits are supported; an unsupported kit will be set, but won't have any in-game effect.)genai/kit_override/bg1/[kit].2da - same for bg1 characters. Creatures should be listed in non-TUTU form, i.e. without the initial "_".Levels for fighters and thievesgenai/level_override/bg1.2da: overrides levels for BG1 fighters/thieves. Creatures should be listed in non-TUTU form, i.e. without the initial "_".genai/level_override/bg2.2da: overrides levels for BG2 fighters/thieves.Choices of non-defensive spells for magesmage/spellchoices/[vanilla]/[type].2da (where "type" is "necromancer", "conjurer", "invoker", "enchanter", "fighter-mage", "mage_thief", "bard", "elder_orb", "conjurer_lich", "invoker_lich", "necromancer_lich", "vampire" or "rakshasa"): the standard spells used by mages at each level (after the basic allocation of protective and utility spells has been made). Spells are chosen at random from each level. (Note that adding a spell not on the list at all probably will not lead to anything useful, since the mage will not cast that spell.)mage/spellchoices/demivrgvs/[type].2da: as above, but this version is used if Demivrgvs' "Spell Revisions" mod is installed.mage/spellchoices/iwd/[type].2da: as above, but this version is used for HLAs if the Icewind Dale spell system is installed (and Spell Revisions is not installed).(Defensive spells are controlled from the "spellchoices_defensive/[spell system]/[type].tph" files in the mage directory, with the vanilla spell system file being used if there isn't a specialised one. But this is code, not data, so only touch it if you really know what you are doing.)Choices of non-defensive spells for priests: as mage, with the obvious replacement of "mage" with "priest". (Possible types are "cleric_good", "cleric_neutral", "cleric_evil", "druid", and "avenger".)

  • Choices of kits, levels, alignment and individual spells for specific mages and priests: controlled by [mage/priest]/override/[bg1/bg2]/[alignment/kit/level/spellchoice].2da. The format should be self-explanatory.

  • Choices of spells for auto-levelling characters: controlled by leveller/spellchoices/[iwd/demivrgvs/vanilla]/[kit-or-class].2da. The choice of iwd/demivrgvs/vanilla depends on the spell system; if there is no non-vanilla option, vanilla is used.

Additional notes on content (contains spoilers) Note that the descriptors in this section, by default, assume "Insane" difficulty; some details may be modified at lower difficulties.Move or modify some overpowered magic items 041b061a72


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