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Better Actor AI?

Started by fenix_fyr85, December 16, 2008, 09:53:05 PM

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fenix_fyr85

I have a character in my game controlled by the default RMVX AI via the checkbox in the character tab but the problem is the AI seems so far to be pretty random.  For instance, the ai character has a heal and a rez but won't use either one even when other characters are dying and dead.  Instead, it uses all its mana on damage spells then when he runs out the party dies.  (hes a higher lvl character and the only one with a heal or rez at a certain point in game) Anyways, I was wondering is there a relatively easy way to add a little more complexity to the default AI?

HowlingWinds

Hmm, don't think there is any direct way to change priority. Depends really, is your healer a hybrid? as in are they a damage dealing mage and a healer? When i usually make characters as healers (when you can't control them) I do a pure healer set up. Meaning, all they get are healing spells and raise. Sometimes I go to the extent of not even giving them a weapon. If you are going for the mix, then let me know and I think I have an alternitive, just requires some elbow work.

fenix_fyr85

The character is a hybrid, but I tried removing all of his damage spells and he still wouldn't heal or rez, but hit for almost nothing with his staff instead every turn.  If you have a way to get a pure healing class to heal during automatic battle, that would be great too.  I don't mind changing him since his class isn't all that important to the storyline anyways.

HowlingWinds

Alright, so seeing as this character only likes to deal damage, then it looks like we'll have to make damaging skills that also heals your party. This can be done easily by first going into common events, make a new one and name it what you are going to name the skill (Mine was Drainga) Now all you have to add is a simple event, which is "Change HP" and you set it to how much you want the skill to heal your party.

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Now, go to the skills tab, and make the skill with all the damaging properties you want, then on the common event part, just choose the common event that you made. So when the skill goes off, it will damage the enemy but will heal your whole party. The only thing is the healing won't show up in the battle log.

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Now if this character is staying around for awhile, then you'll need to change the common event so that way the healing isn't dead set in stone, as your characters will quickly out grow it and the healer will have trouble keeping up. It's pretty much just simple variable settings and a little math.

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In order do the "Spirit Impact" make sure you check this thread as there are some errors in the VX script that will make it so no matter what you set a variable = a characters stat, it will always = 0 or give you an error message http://rmrk.net/index.php/topic,25243.0.html

Grafikal


fenix_fyr85

Great idea, HowlingWinds.  It actually works out better this way then any of the things I had in mind.  Thank you!