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AI Low Health , Zoning and Others Systems. (Read 7995 times)

Started by inktrebuchet, January 26, 2017, 02:12:22 am
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AI Low Health , Zoning and Others Systems.
New #1  January 26, 2017, 02:12:22 am
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This code makes the character not give their all until some of the specific actions occur.

They are each designed to controls the speed "random" changes via their specific control. Each is set to 999, you would obviously change that to what ever normal random condition you would like.

Description is on each trigger. If anyone thinks of improvement, or other similar versions of this trigger Id' love to hear them.


Code:

trigger1 = cond(Gametime% ((life/100)-1) = 0 ,random,1000) <= 999      ; "random"'s speed changes via health. Increase "n" in ((life/100)-n) for more active "random". fights harder if life lowered. "comeback mode"

trigger1 = cond(Gametime% ((1000/life )-1) = 0 ,random,1000) < 999      ; "random"'s speed changes via health. Increase "n" in ((life/100)-n) for more active "random". fights harder if life high. "tired mode"

trigger1 = cond(Gametime% ((1000/p2life)-1) = 0 ,random,1000) < 999      ; "random"'s speed changes via P2 health. Increase "n" in ((life/100)-n) for more active "random". fights harder if p2 life is high.

trigger1 = cond(Gametime% ((p2life/100)-1) = 0 ,random,1000) < 999      ; "random"'s speed changes via P2 health. Increase "n" in ((life/100)-n) for more active "random". fights harder if p2 life is low.

trigger1 = cond(Gametime% ((power/300)-1) = 0 ,random,1000) < 999      ; "random"'s speed changes via power. Increase "n" in ((life/300)-n) for more active "random". fights harder if power is low.

trigger1 = cond(Gametime% ((3000/power)-1) = 0 ,random,1000) < 999      ; "random"'s speed changes via power. Increase "n" in ((life/300)-n) for more active "random". fights harder if power is low.

trigger1 = cond(Gametime% ((([state 33333333, AIlevel formula]*4)/((var(44) + var(45)) / 2))-1) = 0 ,random,1000) < 999      ; "random"'s speed changes via round. Increase "n" in ((life/100)-n) for more active "random". for use with Inktrebuchet's AI Defeat System

trigger1 = cond(Gametime% floor(P2BodyDist X/100) = 0 ,random,1000) < 999      ; "random"'s speed change via P2 distance. Increase "n" in ((P2BodyDist X/n) for more active "random". fights harder if near to p2. "inside fighter"

trigger1 = cond(Gametime% floor(100/P2BodyDist X) = 0 ,random,1000) < 999       ; "random"'s speed change via P2 distance. Increase "n" in ((P2BodyDist X/n) for more active "random". fights harder if far from p2. "outside fighter"



I posted this one last night and deleted it when I realized there are other triggers that do a similar thing with less work. After going over my work I realized I could simplify it and it could be useful to someone. so I left my original work in the spoiler. It helps show the idea and how it works along with a ton of notes on how I got there.
Spoiler, click to toggle visibilty

Last Edit: January 26, 2017, 06:21:20 pm by ink
Re: AI Low Health System and others.
#2  January 26, 2017, 02:14:01 am
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CPS3 spriting, a neat animation process, tattooing and now MUGEN A.I? Is there nothing you can't do?

Thanks for sharing this, bookmarked it for future in-depth reading. :)
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