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Does anyone know anything about party AI scripting?


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9 réponses à ce sujet

#1
R_G_Spuffington

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I think that I read somewhere that you could have an AI script to the effect of

 'if there are more than 3 enemies in the vicinity cast a fireball on the closest one'  or something similar

Can you really do this? If so, how complex can you make these scripts?

This would be extremely interesting and could be very enjoyable (for me at least). For instance, if you made a scripts for your party that made a previously hard battle a lot easier - that would be tremendous. I guess just messing around with these scripts would be good fun. Anyone got any info?

#2
Spaghett

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Yes, they are in.

#3
R_G_Spuffington

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Yes, but can you in effect write a small program or algorithm, instructing party members what to do should you encounter some undesirables?

#4
Arttis

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Sometimes they get stuck so be sure to move them.

#5
Lord Thing

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They've said it's similar to the FFXIII Gambit system... which I haven't used.

But from what I've gathered you get a set number of AI slots (based on talents) which you can then enter given conditions, however, unlike FFXIII you don't have to buy the conditions.

Hope that helps, someone else can probably give you a more definite/informative answer though

#6
Draconus Kahn

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Hmmm... I played FFXII (yes it's 12). Hopefully these guys nailed it down better than Square Enix.

Man I hated Square's gambit system. Anyone who played that game knows what I am talking about. Basically, the problem was Square building a priority system based on tiers. It prevented you from doing complex things like: heal someone at 30% HP, but attack with fire if not healing, and only if the monster was at 50% or above, then switch to normal attacks (when mob was at low health). What happned most of the time was your party would kill a mob faster than you could cast, but instead of interupting yourself mid cast and switching to attacks, the cast would go through, pretty much emptying your magic pool. In essence the whole gambit was wasted because of a tiny oversight.

To make an even longer story short (if I go on and on with examples), the system was very clunky and was in need of a lot of work. I hope this type of AI scripting (DA:O) will prove more useful :D

Modifié par Draconus Kahn, 19 octobre 2009 - 08:46 .


#7
Jab0r

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Blarg double-post :sick:

Modifié par Jab0r, 19 octobre 2009 - 09:02 .


#8
Jab0r

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Personally, I'm hoping that we can write AI scripts the old-fashioned way as well as using the condition-response system in the game menu.

#9
R_G_Spuffington

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OK. Thanks for the answers people Image IPB

There is a little bit about it in this article which was just posted at the Bio boards.

Warning! Apparently contains spoilers! Didn't see them myself (I skip a paragraph as soon as I see a name) but others have indicated that this is the case.

 http://www.eurogamer...nds-on_6?page=1

#10
Quercus

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Btw, if I'm not mistaken, the tactical skill will increase the amount of AI tactics you can asign.