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Found 4 results

  1. I've been having a rather weird issue with the enemy AI. Particularly, a battle with two healers (acting as an introduction to the enemy and its attack patterns before the player may need to start fighting them alongside more threatening foes). However, I've run into a bit of a weird problem. No matter what, they'll only ever cast Heal on [Enemy] Actor B. I've played the fight out several times, and it's the same every time. Has anybody else seen this happen, and found a solution?
  2. CreusFT

    AI Help

    Hello Everyone, I tried RPG XP years ago, I'm now studying engineering and for my AI project I decided making an rpg, and what's better to make an rpg thna rpg maker. So i need some orientation in programming the enemy AI, i'm gonna use a pokemon type system to add some strategy, and you have t choose a type for yourself, so I need like depending on the type you choose the enemy uses effectives attacks against you. I chose Pokemon Ace kit to cover the types system, but it won't start and taking away the error shows an error "unable to find file, check debug console". I need something like turn++; if (turn>2) and typechose is x cast effective spell; thank you for any kind of orientation to make this xx
  3. First, let's cite what OODA is: - OODA loop - The Tao of Boyd: How to master the OODA Loop - Unlocking the power of Colonel John Boyd's OODA Loop After reading all those, you, as a game developer, might wonder: How can we use OODA to write battler AI? Let's start with exploring the following oversimplified version: (The below assumes that the battler AI are built to minimize the chance for the players to win. The OODA will be used slightly differently if that's not the battler AI's ultimate goal.) Observe Orient Decide Act Tempo Building such battler AI won't be easy nor simple even for AI professionals. The builders need to have a thorough understanding to the battle systems, the battles and all the possible battlers involved as well as a fluent command on programming AI in general. Nevertheless, I still think that such AI would be incredibly challenging and extraordinarily difficult to beat if it could ever be built. P.S.: Bear in mind that the aforementioned are still just an oversimplified version of the original OODA, which would certainly be overkill in writing battler AI.
  4. Hi there helpful and pleasant RPGVXAce community. So, I am working on the project and I was wondering if anyone knew of a solution to a few hurdles I have: I'd like to have a player or players to play against computer players in a strategic type of game where a player takes a turn and does things and then ends their turn and then computer players take their turns, but I don't even know where to begin in making such a thing. Is this possible via common events or would I need some serious scripting going on? I want battle to be handled by having a variable that represent army units. During combat you can lose army units, and if you ever run out, your game is over. So they are like hit points, but also you can upgrade the army units with gear so they are harder to kill, so they are also like characters. Any idea how I could accomplish this? I am thinking about making characters for each level of upgrades and somehow adding more than of them to the party? Any thoughts on how I could do either of these things would be awesome, thanks in advance to anyone who has some ideas.
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