1)Priority numbers- Each skill would have the option to assign it a priority number from 1-6 to show how often the hero would use this skill. When a conflict in priority occurs, it will use the skill furthest to the left on the hero's skillbar. Obviously, manually clicking a skill will temporarily override its priority.
Priority 1: Spam Level 1
At Priority level #1, your character will use this skill every time it recharges regardless of current energy levels. If the hero does not have enough energy, it will either continue attacking (if given a bow/sword etc) or wait (if given a staff or wand) until it has enough energy to use it.
Priority 2:Spam level 2. As above, only the hero will not use this skill if a priority level 1 skill is being used or queued.
Priority 3: Controlled spam
At this priority level, your hero will spam a skill every recharge unless its energy levels are <50%. The hero will not use this skill if a priority level 2 or higher skill is being used or queued.
Priority level 4:"normal" Normal AI takes over. The hero will not use this skill if a priority level 3 or higher skill is being used or queued.
Prority level 5:Sparing usage
Your hero will only use this skill if it has 100% energy reserves. The hero will not use this skill if a priority level 4 or higher skill is being used or queued.
Prority level 6:On hold
Equivalent to holding Shift while clicking a skill
2)Targetting by class offensively-Your hero will automatically target the first class on the list, and if it doesn't see one of these classes, will run down the list of classes until it finds one. Classes left blank means it will never attack these classes unless no other class is present. "Default" may also be used.
3)Targetting allied members defensively Another priority list. Your enchanter/weaponer etc, will cast defensive spells on only the characters mentioned on this list in order of priority. Again, characters left off the list will never be targetted.
4)Formations-Your heros will move to these formations when clicked. Except for "close", fighting and casting overrides these formations.
Close-will always stay "adjacent" from you if possible.
Loose-Will never stay adjacent to another ally. Has a default position when not moving.
Scattered- Will never stay nearby to another ally. Has a default position when not moving.
Default- default
5)Chains- Your hero will Operate the designated chain of skills. Attack means it will use no skills and attack. Pause denotes a wait of 1 second of waiting. If the hero is interrupted/blocked/evaded on any of these skills or KDed ever (including pause/attack) the chain is cancelled
Ex. Chain #1. Glyph of sacrifice, Meteor shower. Pressing "chain 1" will force your hero to use glyph of sac and then meteor shower after finishing its current action.
Ex. Chain #2 Devastating blow, Attack, Hammer bash, crushing blow. Using this will cause the hero to dev blow, attack once, then hammer bash, then crushing blow.
Ex. Chain #3 Gale, pause, Glyph of sac, meteor shower. Your hero will gale, then pause, then glyph of sac, then meteor shower.
6)Non-stacking skill usage-Can be set to ovverride or wait. Wait means it will never cancel a stance or use a weapon/item on an already weaponed/stanced ally. Override means it will continue casting/stancing normally.
7)Cautioned skill use- Can be set to cautious or careless. On cautious it will not cast through backfire/arcane languour/etc or attack through empathy/ss etc. Hex removal CAN be used while cautious regardless if backfired etc. Careless means it will ignore hexes.
That's what I got
