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Currently, the enemy are executing skills from a given list of skill ids.
This makes them very weird acting sometimes, like trying to cure themselves while one of their minions is dying, cast a spell that has no effect anymore, ...
The engine should be adapted to be able to execute an optional per monster custom script (with the fallback being the current behaviour) that will permit to decide the next action based on more custom options.
The script should have the following parameters, IMHO:
the enemy battle actor pointer, the heroes party vector, and the enemies party vector.
This would then permit to analyze the situation and trigger better a suitable skill from that script.
The text was updated successfully, but these errors were encountered:
I normally shouldn't work on this as I'm currently trying to release something
stable, yet, the player experience is so much better with custom AI that
it's worth the fact to add it now.
This closes#221
Currently, the enemy are executing skills from a given list of skill ids.
This makes them very weird acting sometimes, like trying to cure themselves while one of their minions is dying, cast a spell that has no effect anymore, ...
The engine should be adapted to be able to execute an optional per monster custom script (with the fallback being the current behaviour) that will permit to decide the next action based on more custom options.
The script should have the following parameters, IMHO:
the enemy battle actor pointer, the heroes party vector, and the enemies party vector.
This would then permit to analyze the situation and trigger better a suitable skill from that script.
The text was updated successfully, but these errors were encountered: