Neo-Bahamut
Member
Enhanced AIby Neo-Bahamut aka Wurstinator
Hi,
you may have asked yourself questions like "Why does this enemy use the "Heal" spell on himself when he's got 100% of HP??" or "Oh no, my party is nearly dead, one attack of the boss and I'll be gameover. Oh, forget it, he decided to use "Defend"".
This is because the standard AI of RMXP is shit. It's just based on the "Rating" function. With this script, it's easy to improve enemies without increasing their HP to 99999 but giving them real tactics.
Demo
The Demo (below) contains more than one script:
The first one is my Improved Battle Code which is very useful for complex AIs.
The second one is the base system, which adds two methods to the Array class and splits up the make_action method of Game_Battler so you don't have to overwrite much.
The other three scripts are examples of what you can do. The first one is just the standard AI. The second one works like most people think the standard works (the "Rating" isn't just percental if you didn't know yet
. The third one is a complex AI but also one of the best solutions. You define one AI for each enemy.
To use the script, you will need at least the basics of RGSS and Ruby.
Demo Download
Mirror
Why didn't you just write a super general AI which is usable by all enemies?
Because that would only be possible for the standard BS without any addons. Most battle systems or just addons add certain skill possibilities, for example "Trickster's Bag of Skill Effects" which I am going to use in my project.
Hi,
you may have asked yourself questions like "Why does this enemy use the "Heal" spell on himself when he's got 100% of HP??" or "Oh no, my party is nearly dead, one attack of the boss and I'll be gameover. Oh, forget it, he decided to use "Defend"".
This is because the standard AI of RMXP is shit. It's just based on the "Rating" function. With this script, it's easy to improve enemies without increasing their HP to 99999 but giving them real tactics.
Demo
The Demo (below) contains more than one script:
The first one is my Improved Battle Code which is very useful for complex AIs.
The second one is the base system, which adds two methods to the Array class and splits up the make_action method of Game_Battler so you don't have to overwrite much.
The other three scripts are examples of what you can do. The first one is just the standard AI. The second one works like most people think the standard works (the "Rating" isn't just percental if you didn't know yet
To use the script, you will need at least the basics of RGSS and Ruby.
Demo Download
Mirror
Why didn't you just write a super general AI which is usable by all enemies?
Because that would only be possible for the standard BS without any addons. Most battle systems or just addons add certain skill possibilities, for example "Trickster's Bag of Skill Effects" which I am going to use in my project.