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Enemy AI [ace]

Hello. I just want to ask you guys, if it possible to have a better enemy ai? i my case, i have for example an actor with 20 p.defense and 40 m.defense. the enemy has one skill with 40 p.attack and another with 30 magic attack. so my damage-formulas are these ones (p.atk - p.def = damage) and (m.atk - m.def = damage).

So my enemy does 40 p.damage - 20 defense = 20 damage taken to the actor. All Good!
But now the problem with the magic attack:
Enemy does 30 m.damage - 40 m.defense = 0 damage taken to the actor. Not Good, stupid enemy!

So as you see i need a script or something other that makes that the enemy (in this case) choose the p.attack do deal damage and not choose a skill who dont make any damage.

I hope you guys understand me. Any Ideas? I have the VXace maker. :)

Yami Scripts Ace - Charge Turn Battle

I have a small problem. As you see in your video, the battle order changes his y position when the help-window appears. is it possible to fix it so that the order dont change his position?

How can i change the normal attack variance?

Wow. I have changed it as you sad to "self.damage = atk" and now it works perfectly.
I have tried a test battle with my hero (229 atk/25 def) and a enemy (76 atk/119 def) and every time my hero deals 110 (229-119) damage and the enemy 51 (76-25). I am so happy now. I have tried it for a few days alone but it didn't worked (i am not a pro on scripting and these things^^). I think i bring you two up in the credits for your help. =)

How can i change the normal attack variance?

How can i comment lines out? I forget to say that i am using the tankentai bs, but i have found it there too and it works perfectly. thank you so much guys. :D

I also found these lines in the Tankentai Sideview#2 Script (Lines 2030+)


#--------------------------------------------------------------------------
def set_attack_damage_value(attacker)
case DAMAGE_ALGORITHM_TYPE
when 0
atk = [attacker.atk - (self.pdef / 2), 0].max
str = [20 + attacker.str, 0].max
when 1
atk = [attacker.atk - ((attacker.atk * self.pdef) / 1000), 0].max
str = [20 + attacker.str, 0].max
when 2
atk = 20
str = [(attacker.str * 4) - (self.dex * 2) , 0].max
when 3
atk = [(10 + attacker.atk) - (self.pdef / 2), 0].max
str = [(20 + attacker.str) - (self.dex / 2), 0].max
end
self.damage = atk * str / 20
self.damage = 1 if self.damage == 0 and (rand(100) > 40)
self.damage *= elements_correct(attacker.element_set)
self.damage /= 100
end
#--------------------------------------------------------------------------

I have chosen the first damage algorithm in this Script. Is it possible to change it so that i have these formula?
Attack - physical Defense = Damage

The Reason is i am working on a Trading Card Game and i give you a example how i mean it.

Card#1 (with 50 ATK) attacks Card#2 (with 20 p.Def) and it deals 30 Damage to Card#2.

How can i change the normal attack variance?

Hey guys. I have a simple (i hope so^^) question. I am using the XP-Maker and i want to know how i can change the variance from normal attacks. I think the variance is normally 15 or 20%, but i need 0%.

Thank you for your help, greets from germany. :)
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