Brian Chung wrote...
Obviously, a better system would be to override the core DAScript AI for the followers so you can actually do conditions and have them communicate with each other ("I'm casting Fireball!" "I'm getting out of the way!").
Robin's hobby is AI programming and his goal was more of a "Can I do this using just the Tactics system?"
Elvis Christ, that's possible?!?
I have fond memories of writing libraries of extensive ZMUD macros that automated everything from navigation and combat to item identification and rudimentary communication.
Wow.. a toolkit that lets you rewrite your own AI.. and presumably enemy AI..
I could actually make the game more difficult without the brute force method of increasing hp, damage, and armor. I could add a 'when enemy is frozen' or 'when Tank's taunt is on cooldown'.. um.. gambit? I could add nested triggers, 'in combat' and 'out of combat' state identification, and a whole mess of fun stuff.
I guess I better download the toolkit today.





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