设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 125|回复: 0

[转载发布] Archeia's Advanced AI Conditions

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    9071

    主题

    864

    回帖

    6万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    58883
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    68848

    灌水之王

    发表于 2026-8-3 13:13:07 | 显示全部楼层 |阅读模式
    Advanced AI Conditions
    Version 1.0d

    What is this?
    This script allows the developper to exert better control on how the AI handles the enemies' action patterns.

    Script configuration is almost entirely made via noteboxes and no RGSS3 knowledge is required to use it.

    Features and Instructions




    PART 1: DEFAULT AI CONFIGURATION

    - TGR settings
    TGR determine the frequency a target will be chosen during random targeting rolls. The configuration module below allows you to set how damage and healing affects TGR to make a character more threatening to the eyes of the AI.

    - Skill settings
    Every skill can be given default AI *targeting* conditions all enemies will use. To do it, you have to create an "AI block" in the skill's notebox.

    Notetags explanation:
                    Code:       
    1. <ai_conditions>
    2.     Explanation: You always start the block with this one.
    3.     target_hpgt: n
    4.     Explanation: The target HP must be greater or equal to n%.
    5.     target_hplt: n
    6.     Explanation: The target HP must be lesser or equal to n%.
    7.     target_states: n, n...
    8.     Explanation: The target must have the specified states already inflicted.
    9.     target_states_not: n, n...
    10.     Explanation: The target must NOT have the specified states already inflicted.
    11.     only_if_target
    12.     Explanation: If no suitable target is found, the skill won't be used AT ALL.
    13. </ai_conditions>
    14. Explanation: You always end the block with this one.
    复制代码


    PART 2: ENEMY AI CONFIGURATION

    On top on a default AI, you can setup individual AI conditions for every different enemy. In case of conflict with the default targeting AI, these settings will take precedence.
    All these settings make use of the enemy's notebox.

    NOTE: the term "action index" refers to the order of the action pattern you enter for enemies in the database. For instance, if your list is like this:

    Attack
    Fire II
    Poison

    Attack will be index 1, Fire II will be index 2 and Poison index 3. And so on.

    Notetags explanation:

                    Code:       
    1. <ai_conditions: n, n...>
    2. Explanation: One way of starting an AI block.
    3. `n` must be an action index. If you include multiple indices (comma-separated), the conditions will apply to each one.
    4. use_id
    5. Explanation: Same as above, but `n` refers to skill IDs instead of action indices. `n` must be a valid skill ID.
    6. switches: n, n...
    7. Condition: The specified switches must be ON.
    8. variables: x, y, x, y...
    9. Condition: Variables `x` must be equal to the corresponding values `y`.
    10. states: n, n...
    11. Condition: The acting enemy must have *all* of the specified states.
    12. hpgt: n
    13. Condition: Acting enemy has HP greater than or equal to `n%`.
    14. hplt: n
    15. Condition: Acting enemy has HP less than or equal to `n%`.
    16. mpgt: n
    17. Condition: Acting enemy has MP greater than or equal to `n%`.
    18. mplt: n
    19. Condition: Acting enemy has MP less than or equal to `n%`.
    20. party_level: n
    21. Condition: Party level is greater than `n`.
    22. turns_order: a+bx
    23. Condition: Matches the turn formula as seen in the database (e.g., `a + b * x`).
    24. target_hpgt: n
    25. Condition: Target HP must be greater than or equal to `n%`.
    26. target_hplt: n
    27. Condition: Target HP must be less than or equal to `n%`.
    28. target_states: n, n...
    29. Condition: The target must already have the listed states.
    30. target_states_not: n, n...
    31. Condition: The target must *not* have the listed states.
    32. only_if_target
    33. Condition: If no suitable target is found, the skill will not be used at all.
    34. </ai_conditions>
    35. Explanation: You must end the block with this one.
    复制代码


    - Creating Turn Patterns

    Turn patterns is a special AI setting which completely replace an action pattern with another one at the designated turns. During a turn pattern, the "normal" actions (the ones you entered into the database) won't be taken into consideration, ever. You need to create another block to make a Turn Pattern.

                    Code:       
    1. <turn_pattern: a+bx>
    2. Used to define the turn pattern.
    3. - `a` is the first turn when the action will occur.
    4. - `b` is the interval between turns after the first.
    5. skill: a, b
    6. - `a` is the skill ID to be used.
    7. - `b` is the rating (priority) of the skill.
    8. </turn_pattern>
    9. End the pattern.
    复制代码

    NOTE 1: You can put as many skill tags as you want.
    NOTE 2: In order to assign conditions to a skill inside a turn pattern, you have to create a new AI block with that skill's ID.

    - Absolute Rating

    The absolute rating is a special rating you assign to an action during databasing your enemy. An action with this rating will take absolute priority, ignoring all others (even higher ones) provided it can be used.
    If you have several actions with an absolute rating, one will be chosen randomly.

    Download and Terms of Use


    • Contact me for commercial usage.
    • I will not be giving support or fixing bugs for you. I don't have time for that.
    • Please do not distribute them in one huge zip/rar/.7z/whatever compression without my permission.
    • You may use or edit the code as you please as long as it has proper attribution. However, you cannot change the license for the script e.g. removing the permission to use for commercial projects.
    • Please add me in your credits either as Archeia Nessiah/Division Heaven. It can be in the ReadMe/Game Credits/etc.
    • I am not liable for any destructive behavior that the materials could have caused you, such as, but not limited to, computer damage, incontinence, explosion of user’s head, coma, death, and/or halitosis. So edit or use at your own risk.



    本贴来自国际rpgmaker官方论坛作者:Archeia处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/archeias-advanced-ai-conditions.36877/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-17 06:15 , Processed in 0.141144 second(s), 55 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表