Reaper*;107327 said:
What you should do is to make an edit like for example in your demo one of your partners uses an item to give you a barrier and could you make it so when all of your allies have barrier that partner doesn't use it anymore and another thing could you make a type of ai that a certian actor can even attack your party with a type of skill or effect like berserk or transform into something berserked. These could be good things to be done on your script and maybe a function to make the auto battle in your commands not show by simply make in your script if you want it type true or else false. Thanks if you do these edits i'm going to use it and good work!
Your paragraph is kind of hard for me to read and comprehend, could you use proper grammar and sentence structure or just rephrase all of that for me, Thanks
Linkin_T;107544 said:
Trickster is so categoric... xD
I downloaded it and spent some hour testing the demo. No bugs or errors at all, except that it´s a bit annoying the fact that the characters uses more items than skills. In 5 rounds they spend 4 just using items, and most of them are pointless lol... Maybe it´s just me but it´s something i noticed.
Other than that the script is working well.
Yeah thanks for mocking me (Oh no I said thanks again XD)
Well you could either decrease the value of item_using or increase the value of skill_casting, but well here is a quick summay of whcih skill/item they use
There are five types
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offensive -- Attack Skills, and Items
supportive -- Supportive and/or Passive Effects
healing -- Healing Hp/Sp or Curing States
status -- Gives Bad States
strategic -- What works best
The Base Values are as follows
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offensiveness is just aggressiveness
supportive is just supportiveness
healing is just cautiousness
status is the average of strategist, supportive, and aggressiveness
strategic is the average of strategist and intelligence
What Influences the base values
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offensive -
Skills: Just having offensive skills
Items: Just having offensive items
supportive -
Skills: Turn 1, Skills having state which guards against any element the enemy can use
Items: Turn 1, Item having state which guards against any element the enemy can use
healing -
Skills: Critical Party, Hp Under A Certain Percent, Having Healing Skills
Items: Critical Party, Hp Under A Certain Percent, Having Healing Items
status -
Skills: Having Skills with states that are effective (Percent)
Items: Having Items with states that are effective (Percent)
strategic -
Skills: Having Skills that are effective against the enemy
Items: Having Items that are effective against the enemy
while doing these calculations if they doing have any of that type then obviously they can't do that type of action and therefore it will set the value for that action to 0 (not used)