- Joined
- Apr 9, 2014
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Hey all,
What I'm looking for is a script that slightly adjusts how the game processes enemy actions, and allows for conditions to be typed in the notes. Sounds like a lot of the existing scripts out there, but I'm looking for something with a bit more predictable behaviour.
If I have something like this for one of my enemies:
Action Patterns:
Skill Condition R———————————————————————————Heal Spell Always 1Fire Spell Always 1Attack Always 1Notes:
<action:1>hp < 25%;rand(100) < 75;</action><action:2>rand(100) < 25;</action>then I'd like for it to use the given Ruby script inserted into the tags as conditionals for the given conditions, much like other scripts. But the key is the behaviour. With the above example, I'd like for the following to happen:
If the enemy has <25% HP, there is a 75% chance it will cast the heal spell and a 25% chance the next action on the list will be considered
If the enemy has >= 25% HP, there is a 25% chance it will cast the fire spell, and a 75% chance of the next action (Attack). This means (among other things) that the enemy will never cast the heal spell with high HP%.
The key here is the behaviour. I want the game to look at the top enemy action on the list first, regardless of what its assigned rank or condition within the editor. I want it to only evaluate the Ruby script condition(s) input into the enemy's notes. If one or more of those conditions is false, I want the game to check the next action on the list the same way, and so on.
Essentially, I want the actions on the list to be evaluated from top to bottom, like program code. This script would enable anyone to make the enemy AI system work just like the gambit system for ff12 (for example), as well as solving a key issue in my current project.
Please help!
What I'm looking for is a script that slightly adjusts how the game processes enemy actions, and allows for conditions to be typed in the notes. Sounds like a lot of the existing scripts out there, but I'm looking for something with a bit more predictable behaviour.
If I have something like this for one of my enemies:
Action Patterns:
Skill Condition R———————————————————————————Heal Spell Always 1Fire Spell Always 1Attack Always 1Notes:
<action:1>hp < 25%;rand(100) < 75;</action><action:2>rand(100) < 25;</action>then I'd like for it to use the given Ruby script inserted into the tags as conditionals for the given conditions, much like other scripts. But the key is the behaviour. With the above example, I'd like for the following to happen:
If the enemy has <25% HP, there is a 75% chance it will cast the heal spell and a 25% chance the next action on the list will be considered
If the enemy has >= 25% HP, there is a 25% chance it will cast the fire spell, and a 75% chance of the next action (Attack). This means (among other things) that the enemy will never cast the heal spell with high HP%.
The key here is the behaviour. I want the game to look at the top enemy action on the list first, regardless of what its assigned rank or condition within the editor. I want it to only evaluate the Ruby script condition(s) input into the enemy's notes. If one or more of those conditions is false, I want the game to check the next action on the list the same way, and so on.
Essentially, I want the actions on the list to be evaluated from top to bottom, like program code. This script would enable anyone to make the enemy AI system work just like the gambit system for ff12 (for example), as well as solving a key issue in my current project.
Please help!


