YEP.16 – Battle A.I. Core
Tired of dumb enemies that turn your otherwise challenging game into an easy-peasy walk in the park? The Battle A.I. Core plugin allows you to manually adjust the settings and patterns of your enemies so that they can deliver MANLY poundings onto your players.
是否厭倦了在地圖上輕松的走動,隨意的虐怪。這個插件可以讓你調整敵方設置
Introduction
RPG Maker MV’s default enemy AI is a bit lackluster even if you managed to have it based completely on the rates and switches. There is no way to control the way the enemy chooses targets by default, nor are the conditions imposed by the default editor enough to satisfy the majority of checks. This plugin enables you to set a priority list of conditions, actions, and the targets selected for the enemy to go through before making a decision on how to participate in battle.
MV默認的敵方智能有些枯燥井辜,即便你想利用概率和開關來改變他們。這里沒法控制敵方攻擊目標千埃。這個插件可以讓你設置一個條件優(yōu)先列表。
These conditions contain all of the default editor’s conditions plus more, such as determining the parameter values of a target, whether or not a state exists on a target, the target’s elemental weakness (or resistances), and more before deciding an action. Furthermore, you can set an AI level for the enemies to make them more consistent in the way they go about fighting your players or more random in the way the enemies treat the priority list, too.
這些條件包括默認條件,就像目標的狀態(tài)參數(shù)钮糖,或者元素等等雀瓢。你甚至可以設置敵方智能等級枢析,讓其戰(zhàn)斗更加隨機有趣
Parameters
Dynamic Actions
By default, the enemy’s actions are determined at the start of the turn. While this works in its own right, enabling Dynamic Actions allow enemies to make a decision when the enemy’s turn comes up instead. This prompts enemies to be more flexible and to appear more intelligent in battle, thus, giving your players a bit more of a challenge.
傷害行動:開啟時,敵方將會更加靈活
Element Testing
If this is disabled, enemies will automatically know the elemental weakness, resistance, etc. about all actors. If enabled, enemies will need to test out the skills on various actors first before making a decision. Until the enemy learns about the actor’s elemental rates, the enemy is always willing to try using the skill on the target actor. However, if the skill itself does not possess an element, then no information will be registered. All elemental data is reset at the start of each battle for all enemy parties.
元素測試:關閉時刃麸,敵方會自動了解我方元素抵抗情況醒叁。如果開啟,則需要利用技能測試泊业。如果敵方掌握了玩家的元素信息把沼,將會用技能作用玩家。
Default AI Level
Not all enemies are intelligent. In fact, some of them are dumb or random. Setting the AI Level of a foe at a low number means the foe is more random while a higher AI Level foe is more consistent. How the AI Level works is, a random number will be checked from 0 to 99. If that enemy’s AI Level is higher than that number, that action is checked to see if the condition is fulfilled or not. If the AI Level is lower than that number, the condition is automatically deemed false and continues on to the next action. The check is ran each time a new action is checked upon. This random factor is only applied to <AI Priority> lists and do not apply to default actions.
默認智能等級:不是所有敵方都是智能的脱吱。如果等級較低智政,就意味著敵方行為更加隨機,而相反則更加固定箱蝠。如果如果敵方智能等級高于默認值续捂,則行動會檢查條件狀態(tài),如果沒有則不會宦搬。
Enemy AI Level
Enemy AI levels do not determine how difficult they are. Instead, they determine how strictly they will follow the <AI Priority> lists. An AI Level of 80 means it has an 80% chance of following the prioritized action on the AI Priority list before moving onto the next one where there will be another 80% chance and so on. If the AI level is lower, the chance is lower, making the AI to be more random.
敵方智能等級:這決定這敵方困難程度牙瓢。80級的智能意味著將會80%的幾率執(zhí)行智能行動。
Enemy Notetag:
<AI Level: x>
Sets the enemy’s AI level to x. The lower x, the more random the enemy. The higher for x, the more strict the enemy is about following the AI Priority list found in its notebox, too.
設置敵方智能等級
Enemy AI Priority
If an enemy has an AI Priority list, the enemy will go down that list from top to bottom (giving the actions at the top more priority than the ones at the bottom) looking for any actions whose conditions are fulfilled. If that condition is fulfilled, then that action will be the action the enemy will partake in.
如果設置了敵方智能優(yōu)先執(zhí)行列表间校,將會從上到下檢索矾克。
To set up a Priority List for the enemy, you must place inside the enemy’s notebox notetags that match the following format:
你需要用下面標簽來設置優(yōu)先列表
<AI Priority>
condition: SKILL x, target
condition: SKILL x, target
</AI Priority>
<AI Priority>
condition: skill name, target
condition: skill name, target
</AI Priority>
Any number of conditions and skills can be placed in between the two <AI Priority> tags. You can choose to use skill ID’s or the skill names. However, if you use the skill names, keep in mind that it is not case sensitive and if any skills in your database have matching names, the skill with the larger skill ID will be the action used.
你可以在里面放置多個條件。
Conditions
The following is a list of ways you can format your conditions for the enemy to choose the right skill. In addition to deciding whether or not the skill will be used, the condition also selects the enemy target. The following list will tell you how the conditions are met and what targets will be selected for battle.
下面這個列表你可以用來參考作為你的條件憔足。
ALWAYS
This condition will always be fulfilled. The valid target group is all targets within scope.
條件總是滿足
Example:
Always: Skill 10, Lowest HP%
ELEMENT X case
This allows you to match the element rate of element X (use either a number or the name of the element in place of ‘X’) to see whether or not the conditions for the action are fulfilled. Replace ‘case’ with ‘Neutral’ for normal element rate, ‘Weakness’ for anything above 100% element rate, ‘Resistant’ for below 100% element rate, ‘Null’ for 0% element rate, and ‘Absorb’ for below 0% element rate. Valid targets will be those with the matching element rates.
允許你設置元素情況胁附,例如中立酒繁,虛弱,抵抗控妻,無等
Example:
Element Fire Weakness: Fireball, Lowest HP%
Element Water Resistant: Water Cancel, Highest MAT
Element 4 Null: Earthquake, Lowest MDF
EVAL eval
This allows you to use any kind of code to check and fulfill a condition. This condition uses all alive members of the skill’s scope as valid targets.
你可以使用代碼來設置條件
Targeting
Targeting is optional but can be done via a small change to the condition. All you have to do is add a ‘,’ after the skill to indicate which target in the valid target group you would like to target. For example:
目標是可選的州袒,你可以用逗號來添加多個目標
Random 50%: Fire, Highest HP%
The condition to be met is the 50% random chance, but if it is fulfilled, the target selected will be the member on the targeting scope’s team with the highest HP percentage. When that happens, the ‘Fire’ skill will be used upon that target.
50%的概率,用火攻擊生命百分比最高的
If no target is specified, a random target will be selected amongst the group of valid targets. Otherwise, refer to the following list:
如果目標沒有特殊情況弓候,將會隨機選擇郎哭,其他可參考列表