Archeia's Advanced AI Conditions

Zero0018

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<ai_conditions: 1>

target_states_not: 49

only_if_target

</ai_conditions>

 

Yea. Sorry didn't catch the :. Sneaky lil bugger. HOWEVER, with the exact above code, it's giving me that num error again. Sigh... flips a table. I mean it could be a conflict with another script, which I can't test because the game crashes anytime I load it.

 

I also tried <ai_conditions: 1985> use_id to see if maybe that was causing it. Same issue.

Untitled.png
 
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Archeia

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Then it's your script's problem not mine. I used it in an empty project and it works just fine.
 

Zero0018

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After some fiddling, I think I found the source of what's wrong. In a brand new project, I get the same error. I decided to try testing the note tag's on various skills. I found out that reflect works, no error, and the script does what's intended. I looked into this closer and noticed that ANY skill that has the scope of "one ally" causes the game to crash. The scope works for everything else, save this one. 
 

Archeia

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I tested it out but it's just not 'one ally' it also happens to 'the user' and it only happens on one enemy that I had. I made 3 enemies of the same type trying to recreate the issue but two of them aren't throwing the error. So I'm...confused...why...

Ughhh, this is going to haunt me all night now and I have work to do. This is why I didn't want to do support.
 
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Zero0018

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Sorry to cause you torment, you don't have to fix it tonight! I know you are busy, but I do appreciate your time. That is very strange that that two of them aren't throwing the error and one is. When I have the scope to one ally I cannot even get the game to load, just crashes with that error. The skill magic reflect, set to "the user" is working for me. Only when I change it to one ally does it crash.

Fix it at your convenience, I really want to use this script as it's perfect for what I need and really the only AI that that I've seen that is easy to configure and works as intended. Thanks again for your limited time!
 
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Archeia

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A quick fix, but I'm not sure if it changes everything else. Try it out

This wasn't really designed for enemy <-> enemy but for enemy -> actors instead only. It's been so long since I used this script so I don't remember a lot of things on how the script functions.
 
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Zero0018

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In the new project, with the updated script, same error. Game crashes :(
 

Zero0018

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It works!! TYVM!!!!
 
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Zero0018

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Found another bug! For some reason the healing requirements are not working. Refer to video.





Another issue I ran into is you cannot check against GROUP buffs. Like, if you put in a state check on a scope of all allies, the game crashes. Is there a way to check on casting/recasting a buff on all targets? If not, oh well, I'll let the default AI distribute them.
 
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Oriceles

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The best AI script I've seen by far, gonna test this.
 

Zero0018

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You have it below main dawg.

Derp. Ok I moved it into the right spot. It's still not working as intended o_O

The target_hplt: 70  should only cast if mob has lower life than 70% max. It's just randomly healing targets at random, not even prioritizing the main "damaged" target.
 
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Zero0018

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did you add only if target?
The tag is like this:

<ai_conditions: 2>

target_hplt: 70

only_if_target

</ai_conditions>

 

-Update-

 

Was going to compress the project and send to you directly, but it was 648 MB, so that's not going to happen.
 
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Zero0018

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Does it also happen in a new project?
Yes. That video was on a brand new blank project. The compressed one was that huge size. My RTP has a crap load of custom stuff in it.
 

Archeia

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Is there a reason you won't use the default AI config for that? :x

Anyway, the main issue here is that this script isn't really designed for 'enemy allies' but only for actor vs. enemy throwbacks. Healing is so rare between enemies in RPGs that it didn't cross my mind (and a lot of players consider it cheap). So it means I'd have to write more to the script and I'm really ughguh about that. We'll see if I'll ever do it.
 
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Zero0018

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Is there a reason you won't use the default AI config for that? :x

Anyway, the main issue here is that this script isn't really designed for 'enemy allies' but only for actor vs. enemy throwbacks. Healing is so rare between enemies in RPGs that it didn't cross my mind (and a lot of players consider it cheap). So it means I'd have to write more to the script and I'm really ughguh about that. We'll see if I'll ever do it.
What do you mean by default ai? As in the game's base normal ai or the section I of your script's instructions? I don't really understand the difference between section I and section III.

As for the AI healing, if the script doesn't support it, no worries. I'll try to figure out something else to use. If you do end up adding healing to the script, I will use it then.

-Update-

So.... For some reason, the AI will cast this over and over regardless if the target has the state or not. Does it have something to do with the loss of control of the target? I don't get why it works for every other state, but this one? Very strange.

Berserk - Skill.png

Berserk - State.png

Berserk - Unit.png
 
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