Winek

Veteran
Veteran
Joined
Apr 12, 2017
Messages
34
Reaction score
5
First Language
English
Primarily Uses
RMMV
Hey everyone! I'd like to request help in either doing or finding a plugin that would allow me to do something such as manually selecting targets and skills ID when making up the enemy's AI.

Right now, the best I've got is Yanfly's Battle AI Core, but it sadly isn't what I'm looking for.
I've created, on my own, and with the help of a few plugins, a grid-like battle system.

Here's a little demo in a video:

https://puu.sh/Ctcuf/7f424dbea5.mp4

Essentially, each grid is an enemy. Using Yanfly's Selection & Target plugins, I made it so that you can only target them within specific range, and with a bit of messing around, it hits enemies that are standing over them.

My issue right now, they're not having any intelligent AI for where to target. (At the end of the video, the enemy targets an actor, which isn't what they're supposed to do)

Basically, what I'd like is to be able to go in an enemy's notetag and do something like this:

Code:
<AI Option>
var length = foes.aliveMembers().length;
while (targets.length == 0)
{
member = foes.aliveMembers()[Math.random(length)];
if (Math.random() < 0.5) targets.push(member);

}

if (target[0].hp > target[0].mhp / 2){
skill = 10;
} else {
skill = 16;
}
</AI Option>

Essentially, skill would return the skill ID to be used, and targets would return which targets would be hit.

This is just an example of something I'd like to do.

Thanks to all who takes time to read! :rock-left::)
 
Last edited:

Winek

Veteran
Veteran
Joined
Apr 12, 2017
Messages
34
Reaction score
5
First Language
English
Primarily Uses
RMMV
Just doing a quick bump! Hope that's okay.
 

Winek

Veteran
Veteran
Joined
Apr 12, 2017
Messages
34
Reaction score
5
First Language
English
Primarily Uses
RMMV
I'll just give it another bump.
 

Latest Threads

Latest Profile Posts

SF_People3_3 added!
index.php

ScreenShot_1_3_2022_1_32_12.png
I feel QSprite for MV is underrated. I basically am able to use my chibi sideview battlers I drew on the maps and have all the motions available. this'll help a lot with cutscenes.
I've figured out how to reasonably tall-ify chibi sprites on my editor. I like that making tall sprites gives me control on expressing how tall characters seem on the field relative to each other as well as better differentiate adult sprites from child sprites.
doing some wacky experimental stuff in MV right now :kaoluv: I cannot wait to drop what I've been working on
Doing RPG Maker News for this week. (January 14th - 20th, 2022)

Forum statistics

Threads
118,557
Messages
1,116,942
Members
155,598
Latest member
kitismad
Top