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Ai programing

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Usmgeorgia

Beginner

Posts: 43

Joined: Fri Dec 28, 2012 9:20 pm

Post Wed Jan 23, 2013 5:49 am

Ai programing

I personally think that if their is going to be an auto attack button their should be a way to configure your monsters for said auto attack.

For instance you take into battle a Draconious Blocky Mystik and Lupa (for arguements sake with base skills) You should be able to program your draconious to use pyroblast till it expires then use wildfire till it expires or say wildfire then pyroblast alternating and when they run out it auto switches to your blocky who then uses avalanche till it runs out of pp then switchs to mystik who uses spirit channel till no pp and lastly Lupa who uses spirit channel till no pp then the auto function continues as it currently is and uses moves such as poison paw and smack and body slam till it has no PP and is still alive and switches again.

Just my thoughts on a good way to adjust AI in auto mode.
usmcgeorgia Haypi Dragon S5 Level 26
Xtal - 32 - 8 purples
usmcgeorgia Haypi Monsters S2 Level 18
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DeNira

User avatar

Marquis

Posts: 507

Joined: Sat Dec 29, 2012 6:51 am

Location: Classified Information.

Post Wed Jan 23, 2013 6:33 am

Re: Ai programing

I've thought about this before, where maybe we could configure out attacks against a certain element or monster or something. I'm sure a lot of people would enjoy it if we could configure the AI even a bit. But if we had a configuration, it wouldn't really be an AI anymore... and when we auto, it'd probably follow the same pattern as ladder too, if this were implemented. Plus, it'd have to be something SUPER simple, because you know, tiny screens so it'd be something like....



Attack pattern : Attack 1 [] Attack 2 [] Attack 3 [] Attack 4 [] <- insert numbers for attack pattern

Attack until it runs out [] or attack in this order one at a time []. <- check boxes

Use attack : 1[] 2[] 3[] 4[] When under [__]% hp.



I think my only three hates are:
1. How my crusty decides to use healing beads when it's obviously going to die that same turn. Like, dummy! You should've used it earlier?!
2. Or how the past three branchys I faced have used photosynthesis but mine just fights on and on instead of healing too when a healing could've saved me the match.
3. Or when your monster buffs when faced with the element it's at a disadvantage at. If it's going to die, I'd rather he do even a bit of damage... Or that hot smoke attack.

If the AI was fixed just for those problems, I'd be happy.
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Respect yourself enough to walk away from anyone or anything that no longer serves you, grows you or makes you happy.

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Lord.Rex

Lord

Posts: 1733

Joined: Thu Oct 13, 2011 4:03 am

Post Wed Jan 23, 2013 2:31 pm

Re: Ai programing

I already brought this up and heres what my latest thoughts have been, what if the game could record what moves you use against certain types (if my draco is facing a blocky I use spirit channel as it does loads more damage than say pyroblast) so in ladder if I faced a rock type of any kind the game should say "ok, that's a rock type. fire sucks and I have spirit channel so ill use that" and usually that is the case, but he will still use pyro 40-50% of the time. I also don't like the whole "hes half dead lets over kill him" thing. my flight had kamikaze for a while (learned it in the mid 30's) and it did 50 in recoil damage. at the time he had about 112 hp, so I usually got 2 hits in unless the enemy hit first and got a bulls eye or two. point is it did HUGE damage, but when I was facing lets say a draco I could kill it in 2 shots but he only had 20-30 health left max after the first (meaning the draco) and instead of using rock sling the bloody bird kills himself with kamikaze -__-
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