Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Artificial Intelligence in Turn-Based RPGs
#5
Stat-changing skills could be considered as alterations of state. One could give them a score considering the effect (additional damage and what not) through a certain number of turns.

A random factor would effectively account for, let's say, the AI's proficiency. Good idea.
[Image: f7d70f7d-d21f-470a-b93d-fa23cfcfaeb5_zpsfe7368c0.png] [Image: facebook_icon.png] [Image: youtube_128x128-120x120.png] [Image: deviant.png] [Image: save-point.png]
Reply }


Messages In This Thread
RE: Artificial Intelligence in Turn-Based RPGs - by Charlie Fleed - 04-07-2013, 09:36 AM

Possibly Related Threads…
Thread Author Replies Views Last Post
   State resistance based on number of turns or effect magnitude instead of chance DoubleX 1 3,112 07-24-2020, 05:05 AM
Last Post: DerVVulfman
   skill in RPGs unwashedmendicant 5 7,539 06-04-2017, 08:07 AM
Last Post: MetalRenard
   Multiplayer Turned Based Battles? thephantom 4 6,197 04-22-2015, 05:49 AM
Last Post: thephantom
  RM-Based Windowskin Generator Project PK8 4 9,083 05-09-2012, 05:17 PM
Last Post: PK8



Users browsing this thread: