Been playing against OHMSBY's characters: Nice, polished well, but I think their balance is jank when playing with another person, and the combos can get boring after awhile once you find that "golden ratio" that deals the most damage. (Some characters are almost able to go on forever with their combos, to the point for some characters almost entire health bars are gone.) but when playing against the A.I. the characters, they are Mortal Kombat 2 levels of cheap, to the point that are doing anti-airs before I even get two startup frames in. I remembering reading Ohmsby is adding in progressive A.I. or something like that, but is there something I can change in the interim so I don't have to skip entire fights because the A.I. is straight up cheating?
Q:Any way to tone down the A.I.?
A:Make the AI's reaction time slower, closer to that of a human player.
If it is AI Scaling of OHMSBY's style characters.
triggerall = random <= (ailevel)*ifelse(ailevel>=6,120,30)
You can try to change the code to this...
triggerall = random <= (ailevel=1)*3+(ailevel=2)*7+(ailevel=3)*16+(ailevel=4)*30+(ailevel=5)*58+(ailevel=6)*90+(ailevel=7)*150+(ailevel=8)*300
Finally, enter the Option item of MUGEN and adjust the Difficulty to Medium 4.
The chance for attacking of the above code AI represents...
Difficulty = Chance for Attacking
Easy 1 = 3
Easy 2 = 7
Medium 3 = 16
Medium 4 = 30
Medium 5 = 58
Hard 6 = 90
Hard 7 = 150
Hard 8 = 300
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You can refer to this article
MUGEN Free For All - Seravy's A.I. Guide
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Excerpted article highlights...
Spoiler, click to toggle visibilty
1.Higher values would attack more often, while lower values attack less often,
making the AI's reaction time slower, and closer to a human player's.
2.Higher number means less reaction time. Lower number means more.
Numbers below 10-15 will make the character attack rarely,
making the AI play weaker than a human.
These values are recommended for the first two (Easy) difficulty levels.
Numbers around 20-50 are causing the
AI to fight more like a human player,
attacks will usually have a bit of a reaction time,
but generally, the AI will not stay idle for too long and will fight actively.
Numbers over 50-100 will reduce the reaction time of
the AI significantly, and 1000 completely eliminates it.
1000 will also make the AI perform the
first matching attack in each situation unless coded otherwise.
These values are recommended for Hard (6-8) difficulty levels only,
as the reaction time is way faster than what a human player has.
Using numbers above 300 is not recommended,
as it doesn't make the AI any harder,
but it does make it more determined/easier to predict.