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> Kread's AI Packages (Cross-engine), Stupid bosses are too annoying.
Kread-EX
post Apr 28 2011, 01:10 AM
Post #21


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No, this system only applies to enemies. It's possible to mimic it to make it work with AI controlled actors (for the VX version at least) and to implement a package to "save" MP. But the AI will prioritize one or another, not the two. Which means, you'll have to give to the player the option to change the package depending of the situation.

If this is okay with you, give me a few days and I'll work on it.


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wsensor
post May 9 2011, 09:56 AM
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QUOTE (Kread-EX @ Apr 28 2011, 05:10 AM) *
No, this system only applies to enemies. It's possible to mimic it to make it work with AI controlled actors (for the VX version at least) and to implement a package to "save" MP. But the AI will prioritize one or another, not the two. Which means, you'll have to give to the player the option to change the package depending of the situation.

If this is okay with you, give me a few days and I'll work on it.


Its fine. I wish there was a way to make a learning AI.
I just would love my ai teammates to learn from using / watching what is used then magically knowing automatically what spell should be used.
I mean if an enemy has never been seen before how should a party member know what to attack with anyways lol.

The only reason why I hate the idea of a party team member using "Fire 3" on an enemy just because its weak to fire spells when it would die from a "Fire 1" spell sort of stupid and overkill. Perhaps I will just use a skill leveling system and remove the ability for multiple of the same spells. I just think that an AI party member should show restraint rather than always using an overpowered skill when an enemy obviously does not need hit by such a powerful ability.
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Kread-EX
post May 9 2011, 10:36 AM
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A learning AI would require a tremendous amount of work and would be hellish to configure. I'm sorry but I have no intention of implementing such a system.
As for "overkilling", like I said, you can't have both at the same time. Either the skill is choosen according to its power, either according to its cost. This script is designed for enemies and if I adapt it for actors, it will be up to you to change the AI stategy accordingly.


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wsensor
post May 9 2011, 11:17 AM
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QUOTE (Kread-EX @ May 9 2011, 02:36 PM) *
A learning AI would require a tremendous amount of work and would be hellish to configure. I'm sorry but I have no intention of implementing such a system.
As for "overkilling", like I said, you can't have both at the same time. Either the skill is choosen according to its power, either according to its cost. This script is designed for enemies and if I adapt it for actors, it will be up to you to change the AI stategy accordingly.


I like the idea to be able to change it accordingly.
Would you make it by seperate AI actor or entire AI party at once? Well either way works as long as I still can control the main party member lol.
Could always add special skill commands using common events with script calls to call for Full power or Reserve mp or Focus on Healing lol.
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Ehibika
post Jun 20 2011, 03:42 PM
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Hello Kread-EX, I am having some problems with this script, every time I try to open the game with it in VX, it gives me this error:

"Script 'Enemy AI' line 346:SynthaxError occured
I took a look at the script but couldn't pinpoint the problem, before I was getting another synthax error inside the make_xp_package_action method, since it was for XP and I was using VX, I tried to comment the whole thing out, only it lead to the synthax error in line 346.

when the script is not tampered with at all, the synthax error is instead at line 287
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Kread-EX
post Jun 21 2011, 12:03 AM
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For some reason, all "&" symbols became "&amp;" to be able to be displayed on a web page. I'll fix it later since I can't access my web server right now, but you need to replace every occurrence of &amp;&amp; with && or and.


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Moonpearl
post Jun 21 2011, 12:19 AM
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This is not a script I'm going to be using personally, because I don't use a classic RPG battle system (when I do use one) biggrin.gif, but I still want to congratulate you Kread-EX for developing the enemies' intelligence, which I think does lack too much in video games. happy.gif I also have some insight regarding AI from my studies in cognitive psychology, if you're interested - though a standard RPG battle system is somewhat too simple a situation for an ANN to do any better than your own script.


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Ehibika
post Aug 13 2011, 01:41 PM
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Hello again Kread-EX I should have mentioned this much earlier but I got caught up in some things.

There seems to be a glitch with the wild pack aimed at line 502, claiming that there is no implicit conversion from nill to integer, I have no clue what the problem is or how to fix it, but what I do know is that this only happens when all party members are dead and there is still an enemy with the wild pack alive in battle, regardless if all of the enemies with this pack got to act on their turn before the end of that sequence or not.
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nohmaan
post Sep 5 2011, 03:25 PM
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Is the link not working again?


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Kread-EX
post Dec 4 2011, 12:26 PM
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I have received a few angry PMs about the links. Yeah, I was busy and on a monthly billing cycle, and forgot to pay the bills. Because I'm a moron, I never make backups of anything and well...
Well, anyways, now this is on dropbox so you shouldn't have this kind of problem anymore.


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goldenryu9292
post Dec 19 2011, 03:02 PM
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I'm getting an error on line 359 with the healy package when I have two enemies: one enemy dies and the one with the healy package has no revival skills.

EDIT: Nevermind, it was that && thing.

This post has been edited by goldenryu9292: Dec 19 2011, 06:36 PM
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vvalkingman
post May 9 2012, 11:00 PM
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I know this is necroposting and that I will surely be struck down by the gods......sorry gods sad.gif

It's just that I've started using this package and I applied the healy ai to a blue kobold which I gave the following:

Attack, rating 10
Kobold special, rating 8
Heal, rating 1

Now, if I stand there and just defend having dealt no damage to it....the blue kobold will heal itself until it runs out of mana from healing, then it does nothing. Not once will it attack or perform the kobold special. Is there some way I am supposed to set the ratings so that it'll attack when it goes back to default? Or is there something that I need to change in the healy package code to make it so when there is no damage dealt they just go back to swinging at me?


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