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WolfCoder- 11/29/2010 03:38 AM
I don't think anyone will mind if I cut Auto Battle from 20XX. Not like anyone uses it and it's pretty stupid. If a battle is so easy you're sure the user could just spacebar their way through it, why not instead just have it like Earthbound where you just win?
But then, what if only some members of your party are AI controlled? Like a temporary soldier person who attacks on their own? I might actually have to implement the AI Control option in heroes.
But then, what if only some members of your party are AI controlled? Like a temporary soldier person who attacks on their own? I might actually have to implement the AI Control option in heroes.
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I've never once used the autobattle command. I always assumed it would probably get me killed somehow...
Yeah, but I believe the default RM2k3 AI Control option just uses whatever the Auto Battle would tell that character to do, so the two are most likely inexorably linked. Therefore, removing the Auto Battle would normally remove AI Control.
Auto Battle is worthless, but AI Control is very neat! It'd be grand if if you could implement some very basic options for AI Control; ie "Only attack" "Use skills from a list" "Use items". Even checkboxes would be great. I use AI Control for scripted sequences and for some NPCs to add some extra firepower to the player's party, so I'd hate to see it go.
Auto Battle is worthless, but AI Control is very neat! It'd be grand if if you could implement some very basic options for AI Control; ie "Only attack" "Use skills from a list" "Use items". Even checkboxes would be great. I use AI Control for scripted sequences and for some NPCs to add some extra firepower to the player's party, so I'd hate to see it go.
@Nightblade
If you read the blog post more carefully, this is about not implementing Auto Battle but having the AI Control option for heroes implemented in 20XX. Because this is a backwards engineering project (not reverse engineering), I am implementing everything from scratch so more supported features means more development time and complexity.
@Kaempfer
Just as I thought. I'm thinking of writing hero NPC AI that's at least somewhat more intelligent than a box of instant potatoes. That way it could even be kind of fun. Especially since I might also implement hero parties of greater than 4 in 20XX- having an army of NPC redshirts with AI behind you could make for a fun battle.
If you read the blog post more carefully, this is about not implementing Auto Battle but having the AI Control option for heroes implemented in 20XX. Because this is a backwards engineering project (not reverse engineering), I am implementing everything from scratch so more supported features means more development time and complexity.
@Kaempfer
Just as I thought. I'm thinking of writing hero NPC AI that's at least somewhat more intelligent than a box of instant potatoes. That way it could even be kind of fun. Especially since I might also implement hero parties of greater than 4 in 20XX- having an army of NPC redshirts with AI behind you could make for a fun battle.
Oh, I wasn't aware the two functions (AI control and auto battle) were linked. I thought you could just remove one and leave the other option intact.
Like "To Arms!" except actually good.
Just as I thought. I'm thinking of writing hero NPC AI that's at least somewhat more intelligent than a box of instant potatoes. That way it could even be kind of fun. Especially since I might also implement hero parties of greater than 4 in 20XX- having an army of NPC redshirts with AI behind you could make for a fun battle.
Like "To Arms!" except actually good.
FFXII's gambit system sort of programming for the hero's AI'd be quite nice (and impossible ) >_<
*evaps*
It's just so simple to program, and so neat.
*evaps*
It's just so simple to program, and so neat.
I mean, you won't program it in game, just an interface in the editor (I guess that's supposed to be said do Cherry, but you're programming the engine, righto?) so we can program it a la FFXII. Not a custom system for customizing AI ingame, but a GUI (I probably misspelled WHATEVER >_<) for customizing AI in the database. *gets confusing. And then gets shot*
Isn't that just the standard AI for a monster in the monsters tab? You could just assign a hero the ID of a monster to inherit their AI chart. Then you could program the AI yourself and I could blame you for the potato box AI.
If there's some way for you to enter a an extra command string into all elements in the database, it would make it so much easier to implement any 20XX options.
If there's some way for you to enter a an extra command string into all elements in the database, it would make it so much easier to implement any 20XX options.
author=WolfCoder
Isn't that just the standard AI for a monster in the monsters tab? You could just assign a hero the ID of a monster to inherit their AI chart. Then you could program the AI yourself and I could blame you for the potato box AI.
If there's some way for you to enter a an extra command string into all elements in the database, it would make it so much easier to implement any 20XX options.
Actually that sounds like a really neat idea! Except of course, the heroe's skills change through the game, and maybe some conditions like "If item:potion >9, character HP <30% use it", Etc. would go nice. In fact, they would be AWESOME but I think I'm asking for FAR TOO MUCH! XD
Anyways, thank you. ~<3
Actually, the enemy AI list also defines what skills it will use. The AI bot would use skills even if the associated hero does not have them. I also think it might be a good idea if the AI bots didn't burn through your items. It would be so annoying when it decides to guzzle down all your hi potions.
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