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VXACEEnemy AI - Checks & Tables

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Enemy AI - Checks & Tables
  • Original author: Mr. Trivel
  • Original date: November 9, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/enemy-ai-checks-tables.33774/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

What does it do? Instead of using Attack Patterns in database which don’t allow for much customization. All enemy patterns will be written in module allowing more complex and varying interactions in the battle.   How the AI works:

Archived First Post

What does it do?

Instead of using Attack Patterns in database which don’t allow for much customization. All enemy patterns will be written in module allowing more complex and varying interactions in the battle.

 

How the AI works:

AI goes through every Check in order, checking conditions for it. Depending on condition results, it checks which Table to use.

If Table is a nil, it goes to the next check. Else it uses the Table that was set.

Repeat for all checks until Table is found.

After Table is found, it uses weighted randomness to determine which attack to use from that Table.

 

Warning: This may be a tiny little bitty bitsy complex to set up

 

Author: Mr. Trivel

Name: Enemy AI – Checks & Tables

Created: 2014-11-09

Version: 1.1

 

Instructions:

Read carefully and set up everything.

 

Script: Protected download

Blog: <Link: On blog>

Sample conditions. Ask if you have no idea how to set up some specific condition.



Code:
# Any actor has less than 50% hp$game_party.battle_members.any? { |m| m.hp_rate < 0.5 }  

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