- Joined
- Jan 4, 2016
- Messages
- 22
- Reaction score
- 4
- First Language
- English
Oh boy, so I've been making these wasp enemies and have been running into so many issues, simply because they interact with other enemies. First I couldn't get them to keep track of how many of them there were, now I'm having trouble getting them to target a flower. I know that sounds weird, so let me explain:
The hornets have a skill called Gather Nectar, it is meant to heal them and give them a state that buffs their max HP, ATK, and MAT. The idea, though, is they can only use the when there is a flower enemy present, they can identify the flower because it has a passive state called Nectar Flower. Specifically, the skill works by them targeting the flower, and through action sequences they move to it, it plays an animation on the flower, and they get the effects of the skill. This works fine if they use it randomly, with no other conditions, but I want them to use it more often when their HP is low, so this is what I have in their AI Priority:
<AI Priority>State === State 194 && eval user.hp <= user.mhp * 0.45: skill 533State === State 194 && eval user.hp <= user.mhp * 0.33: skill 533variable 22 >= 2: skill 531always: skill 1State === State 194: skill 533</AI Priority>State 194 is Nectar Flower, and skill 533 is Gather Nectar, the one at the bottom works fine, but the two at the top have them targeting themselves, instead. This even occurs if the flower is defeated, the bottom tag still works fine (they won't use Gather Nectar at all if there is no flower and their health is above 45%), but again they target themselves if they have low HP. Is there anyway to make them use the skill more often at low health, but make them have to target the flower?
The hornets have a skill called Gather Nectar, it is meant to heal them and give them a state that buffs their max HP, ATK, and MAT. The idea, though, is they can only use the when there is a flower enemy present, they can identify the flower because it has a passive state called Nectar Flower. Specifically, the skill works by them targeting the flower, and through action sequences they move to it, it plays an animation on the flower, and they get the effects of the skill. This works fine if they use it randomly, with no other conditions, but I want them to use it more often when their HP is low, so this is what I have in their AI Priority:
<AI Priority>State === State 194 && eval user.hp <= user.mhp * 0.45: skill 533State === State 194 && eval user.hp <= user.mhp * 0.33: skill 533variable 22 >= 2: skill 531always: skill 1State === State 194: skill 533</AI Priority>State 194 is Nectar Flower, and skill 533 is Gather Nectar, the one at the bottom works fine, but the two at the top have them targeting themselves, instead. This even occurs if the flower is defeated, the bottom tag still works fine (they won't use Gather Nectar at all if there is no flower and their health is above 45%), but again they target themselves if they have low HP. Is there anyway to make them use the skill more often at low health, but make them have to target the flower?