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 Artificial Intelligence in Turn-Based RPGs
#3
You bring up a very good point. HP/MP needs to be more carefully managed when it is low. And killing enemies is more important than doing damage.

For a simple turn-based system, I can imagine the most complete AI could just try all attacks on all enemies and choose the one that causes the most harm. 'Harm' being how close it brings them to death, as opposed to straight damage so it deal with the case of a high-HP low-DEF enemy. It gets a little more complicated when stat-ups/downs come into the equation.

How effective ARE stat-ups/downs anyways? It safe to say that stat-manipulating skills are best used at the beginning of a battle, but at what point would a battler be better off attacking instead?
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RE: Artificial Intelligence in Turn-Based RPGs - by MechanicalPen - 04-06-2013, 07:59 PM

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