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Enemies with actual strategy - kingray100 - 09-04-2016 In my XP project, I was wondering how I can give some of the enemy AI some strategy. Like I'd want some enemies to do things like -When they are poisoned or something, they would have a likely hood to use a remedy type spell/move. -Sense that the opposing party had buffs, and remove those buffs,ect. - Or even to know whether their own allies had low health, that they'd heal them rather than it be a random occurrence to a random target. I assume these can be done without any scripting. I just don't know how to do them. The project I'm doing isn't full of awesome unique scripts, but just a basic old school rpg. RE: Enemies with actual strategy - Bounty Hunter Lani - 09-04-2016 (09-04-2016, 03:58 PM)kingray100 Wrote: In my XP project, I was wondering how I can give some of the enemy AI some strategy. Like I'd want some enemies to do things like http://save-point.org/thread-2746.html <--- This should help some, though I'm not sure if they sense their allies have LOW health. There probably is a way to do it without scripting as well, but I haven't dabbled in the battle events in a while, so hopefully someone else comes around with an answer soon for you. ![]() Also, now that you've made some posts, you can change your avatar, signature, etc. in the control panel. Welcome to the site! RE: Enemies with actual strategy - kingray100 - 09-04-2016 (09-04-2016, 06:10 PM)Bounty Hunter Lani Wrote:I used the script on my "test subject" project and it works fine. But the issues I mentioned are still present. I want enemies who can work together better and be somewhat intelligent on a basic level.(09-04-2016, 03:58 PM)kingray100 Wrote: In my XP project, I was wondering how I can give some of the enemy AI some strategy. Like I'd want some enemies to do things like RE: Enemies with actual strategy - Bounty Hunter Lani - 09-13-2016 *BUMP* |