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Enemies with actual strategy - Printable Version

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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

-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.

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.  Happy 

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:
(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

-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.

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.  Happy 

Also, now that you've made some posts, you can change your avatar, signature, etc. in the control panel. Welcome to the site!
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.


RE: Enemies with actual strategy - Bounty Hunter Lani - 09-13-2016

*BUMP*