Enemy AI reimplemented
As I mentioned last time, my main task for this month was reimplementing the heuristic value calculations which form the core of my enemy AI in a DynRPG plugin instead of RM2K3 scripting. That task is done, including the inclusion of narrator preferences. The value of various aspects of a skill -- physical damage, magical damage, status conditions, etc. -- can be bumped up or down according to the personality that is currently narrating the quest. One person may really like inflicting Confused, another may go in for raw damage-dealing, and you could even have somebody be a pyromaniac who gives crazy preference to skills that include the Fire damage type. >8D In fact, the narrator data also includes the possibility of actually changing the way skills work out, not just how likely enemies are to choose them. A softie narrator could curb the damage of enemies, a wacky narrator could increase the variance of damage and the likelihood of critical hits, and the aforementioned pyro narrator could bump up Fire damage. How much will I actually use this capability? It's difficult to say. X)
That aside, I've also cleaned up a few bugs. There were a few skills (including Fight) that didn't respond properly to an enemy being underground, dual-wielded weapons were missing the second weapon's damage, some animations were not working, and status conditions with indefinite durations were failing to be applied in-plugin. Finally, I added some logic to make dagger attacks have different animations depending on whether the target is weaker to cutting or stabbing damage.