Enemies and Energycost

vision

Member
Can enemies use "Energycost" like players. this would force enemy entities from using the same move set over and over again.
 
Yes they can. In fact if they can use HP you can trick the AI into wearing itself out fast by goading it into specials.
 
@vision: you should also provide alternate move set if the main set is 'forbidden'.
Enemy AI is simple : if opponent is within range of an attack they have, they'll attack with that attack. Stopping the attack once won't do much since they'll be back in IDLE and perform the attack again
Instead, by giving alternate moves, you can randomize the moves.
 
TBH I always struggle with this in my mods.  Trying to make 'dynamic' enemies that have a few choices for attacks, use melee but can also use projectiles.  My aim is usually making one enemy that has multiple options, instead of making multiple drones.  Also giving them some personality, so they don't always act the same and become less predictable.

The struggle is setting good range values, some moves have similar range, so they override each other.  Trying to limit  projectile attacks, also I have extra idle animations and other attacks based on a similar range too.

Randomness does help, random rise attacks, follows and counters, also stuff like block being random choice between a block, evade or dodge animation.

But mainly the fundamental step of setting the ranges kills me, maybe I just suck at doing it.  For players and enemies with various punches/kicks with similar range is my main problem... also having multiple long range attacks/animations.

Any tips.? 
 
i understand the whole range thing, but the problem is the projectiles. they love to sit back and throw projectiles. no matter how many other attacks they have. bit if they have to wait to charge up a certain attack this would force them to use other attacks. I hope
 
bit if they have to wait to charge up a certain attack this would force them to use other attacks

Well you need to set AI for enemies to charge. AFAIK enemies don't have let alone use MP so they can perform any attack as often as they please
So the best way is to randomize their long range attacks. If they have one projectile attack, give a close in action as their alternate 'attack'. Set higher chance for the latter so they won't perform the former more
 
Bloodbane, see my answer above: Enemies and NPCs do have and are affected by the MP and Energycost attributes. The difference is that by default both their MP and all Energycost values are 0.
 
The struggle is setting good range values, some moves have similar range, so they override each other.  Trying to limit  projectile attacks, also I have extra idle animations and other attacks based on a similar range too.
if two moves has the same range, the engine will pick one of both randomly. From my tests, I see the engine picking all of the avaliable attacks, so no attack gets overriden.

if you want to control it a bit more, you can make a FREESPECIAL where you use a random code to change it to as many attacks as you want to.
Also, I use something cool to give more attacks on my mod: I check the enemy palette and, based on this, he/she/it will have more or less attacks.
 
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