Original Source
- Original title: Enemy Aggression System
- Original author: Rinobi
- Original date: July 2, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/enemy-aggression-system.41858/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests
Summary
I want to have more control over which party member gets targeted and why. By default, the person with the highest Target Rate (TGR) is more likely to be the victim of the enemy's skills (unless they're AoE of course). Since there aren't many options for manipulating TGR in battle, this feature is incredibly limited. Here's what I'm looking for. The amount of damage dealt increases the likely-hood of an enemy targeting that character. DONE!
Archived First Post
Here's what I'm looking for.
The amount of damage dealt increases the likely-hood of an enemy targeting that character.DONE!- Aggression based skills that multiply the amount of aggression generated from regular skill damage.
- Aggression based skills that generate aggression without dealing damage.
Aggression is individually calculated, so that only the enemy receiving the damage becomes more likely to target their aggressor.DONE!- Aggression based skills that reduce or resets an enemy's aggression towards all party members.
Healing party members generates aggression from all enemies.DONE!
- Manipulating TGR via damage formula. Failed due to the inability to do so and the limitations of TGR in general.
- Enemy AI scripts. No apparent support for custom targeting. https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing Search: "Automatic Battlers" and "Enemy Action Conditions". I could be wrong though.
- Enemy AI: Targeting Manipulator. http://shad3light.blogspot.com/2014/03/enemy-ai-targeting-priority-manipulator.html and N.A.S.T.Y Extra Stats. http://forums.rpgmakerweb.com/index.php?/topic/998-nasty-extra-stats/ working on a formula...
I'm thinking about giving enemies a set of variables equal to the number of possible party members in battle. Each time a party member deals damage, 'aggression' is calculated based on the amount of damage dealt. That value is then stored within the variable pertaining to that particular party member. When the enemy is choosing a target, it will compare each aggression variable, do a bit of randomizing, and choose a target based on that. I'm not sure how I should approach this yet though.
Suggestions?
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