S
Sega Chief
Guest
Hi all,
At the moment I'm trying to come up with a in-game enemy AI system that would allow for 2-3 different settings, adjusting the EXP given by enemies (and in some cases their stats depending on the chosen setting). Basically it would be fast, normal, and slow; it'd let people choose between playing a 'fast' game or getting stuck into a lasting challenge. It could also be changed mid-game without any consequences.
I've got a pre-battle AI template set up, but what it needs is a trigger that can be set through the field. I've been looking at the character AI that handles 'Love Points' through Global Variables as a point of reference but I'm a little unsure about the way functions with these are carried out and how the numbers used determine the variable address. 7H could easily skirt this by swapping in different scene.bins, but I want to keep the non-7H version of the mod as functional as possible and keep file clutter down for the planned 7H one.
That, and I reckon having global variables to make use of in AI might lead to some interesting new possibilities when making enemies beside stat alterations. Let's say you're fighting Reno and Poison is effective so you use it against him. A variable flips when it returns true that the actor is poisoned; this then unlocks AI in subsequent fights (using that global variable) where he makes use of an ability that prevents or gets rid of Poison because of what happened in the last encounter. Recurring enemies with 'evolving' AI like that could be a good laugh, and be used to present different kinds of challenges. There's a lot of other possibilities as well.
I'd appreciate pointers on these global variables; I'm already finding this to be a bit of a nightmare for my usual trial & error approach
At the moment I'm trying to come up with a in-game enemy AI system that would allow for 2-3 different settings, adjusting the EXP given by enemies (and in some cases their stats depending on the chosen setting). Basically it would be fast, normal, and slow; it'd let people choose between playing a 'fast' game or getting stuck into a lasting challenge. It could also be changed mid-game without any consequences.
I've got a pre-battle AI template set up, but what it needs is a trigger that can be set through the field. I've been looking at the character AI that handles 'Love Points' through Global Variables as a point of reference but I'm a little unsure about the way functions with these are carried out and how the numbers used determine the variable address. 7H could easily skirt this by swapping in different scene.bins, but I want to keep the non-7H version of the mod as functional as possible and keep file clutter down for the planned 7H one.
That, and I reckon having global variables to make use of in AI might lead to some interesting new possibilities when making enemies beside stat alterations. Let's say you're fighting Reno and Poison is effective so you use it against him. A variable flips when it returns true that the actor is poisoned; this then unlocks AI in subsequent fights (using that global variable) where he makes use of an ability that prevents or gets rid of Poison because of what happened in the last encounter. Recurring enemies with 'evolving' AI like that could be a good laugh, and be used to present different kinds of challenges. There's a lot of other possibilities as well.
I'd appreciate pointers on these global variables; I'm already finding this to be a bit of a nightmare for my usual trial & error approach