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#ActualKhatharr

Posted 03 November 2012 - 05:33 AM

All you need to know about simple RPG AI you can learn from Final Fantasy 12. (You can create an AI for each of your characters in that game using the "gambit" system, with additional slots for making the AI more complex as you level up. Looking up a guide on the gambit system could probably give you a general idea of how these things work.)

In most simple RPGs the AI is simply a series of condition tests (looking at things like HP values, turn number, etc) that are in order of preference and end with a 'default' action.

[source lang="cpp"]ACTIONENUM chooseAction() { if(myHP > 100) {return FIRE_BREATH;} if(turnNumber == 3) {return HEAL_ALLY;} if(enemyHP < 50) {return FINISHING_MOVE;} return BASIC_ATTACK;}[/source]

#5Khatharr

Posted 03 November 2012 - 05:32 AM

All you need to know about simple RPG AI you can learn from Final Fantasy 12. (You can create an AI for each of your characters in that game using the "gambit" system, with additional slots for making the AI more complex as you level up. Looking up a guide on the gambit system could probably give you a general idea of how these things work.)

In most simple RPGs the AI is simply a series of condition tests (looking at things like HP values, turn number, etc) that are in order of preference and end with a 'default' action.

[source lang="cpp"]ACTIONENUM chooseAction() { if(myHP > 100) {return FIRE_BREATH;} if(turnNumber == 3) {return HEAL_ALLY;} if(enemyHP < 50) {return FINISHING_MOVE;} return BASIC_ATTACK;}[/source]

#4Khatharr

Posted 03 November 2012 - 05:32 AM

All you need to know about simple RPG AI you can learn from Final Fantasy 12. (You can create an AI for each of your characters in that game using the "gambit" system, with additional slots for making the AI more complex as you level up. Looking up a guide on the gambit system could probably give you a general idea of how these things work.)

In most simple RPGs the AI is simply a series of condition tests (looking at things like HP values, turn number, etc) that are in order of preference and end with a 'default' action.

[source lang="cpp"]ACTIONENUM chooseAction() { if(myHP > 100) {return FIRE_BREATH;} if(turnNumber == 3) {return HEAL_ALLY;} if(enemyHP < 50) {return FINISHING_MOVE;} return BASIC_ATTACK;}[/source]

#3Khatharr

Posted 03 November 2012 - 05:31 AM

All you need to know about simple RPG AI you can learn from Final Fantasy 12. (You can create an AI for each of your characters in that game using the "gambit" system, with additional slots for making the AI more complex as you level up. Looking up a guide on the gambit system could probably give you a general idea of how these things work.)

In most simple RPGs the AI is simply a series of condition tests (looking at things like HP values, turn number, etc) that are in order of preference and end with a 'default' action.


[source lang="cpp"]ACTIONENUM chooseAction() { if(myHP > 100) {return FIRE_BREATH;} if(turnNumber == 3) {return HEAL_ALLY;} if(enemyHP < 50) {return FINISHING_MOVE;} return BASIC_ATTACK;}[/source]

#2Khatharr

Posted 03 November 2012 - 05:31 AM

All you need to know about simple RPG AI you can learn from Final Fantasy 12. (You can create an AI for each of your characters in that game using the "gambit" system, with additional slots for making the AI more complex as you level up. Looking up a guide on the gambit system could probably give you a general idea of how these things work.)

In most simple RPGs the AI is simply a series of condition tests (looking at things like HP values, turn number, etc) that are in order of preference and end with a 'default' action.

[source lang="cpp"]ACTIONENUM chooseAction() { if(myHP > 100) {return FIRE_BREATH;} if(turnNumber == 3) {return HEAL_ALLY;} if(enemyHP < 50) {return FINISHING_MOVE;} return BASIC_ATTACK;}[/source]

#1Khatharr

Posted 03 November 2012 - 05:26 AM

All you need to know about simple RPG AI you can learn from Final Fantasy 12. (You can create an AI for each of your characters in that game using the "gambit" system, with additional slots for making the AI more complex as you level up. Looking up a guide on the gambit system could probably give you a general idea of how these things work.)

In most simple RPGs the AI is simply a selection from a list of possible actions based on a couple criteria such as turn selection, hp values or etc.

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