First of all, I'm not sure if this is the correct subforum, there are so many to choose from. Sorry if it's not.
I don't have any experience with the various RPG Makers, but I've read that there are ABS mods for them to help you make a zelda-like.
I'm not interested though unless I can also create advanced AI behavior for monsters, stuff like monster ceasing to attack after a certain amount of time and returning to its position, a timed state like "alert but not hostile" so the monster will scream or growl but won't attack the player unless the player remains too close to it, and other such behaviour (like blocking or waiting instead of hitting depending on player actions) although those two mentioned are the most important.
I've read that you can code in RPG Maker XP, so while every ABS mod I've read about lacks these features, would there be a simple way for me to code in such monster behaviours? Or would anyone be willing to add such a feature to whatever is the best ABS mod otherwise?
Obviously, monster speeds, attack ranges, speeds of strikes / attack, and animations should be modifiable.
Coding monster AI when using Active Battle System mod
● ARCHIVED · READ-ONLY
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Moving to RGSS3 Script Requests
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BTW, I don't know much anything about coding, I'm just assuming I could figure out enough to create a "monster behaviour template" that I could tweak to create any type of monster I want. I don't have any idea how to get started with it though since there's no "input code here to modify behaviour" in any of those mods.
Since this went into the request forums, I'd be happy if someone just added the most important monster behaviour features as modifiable options into some ABS mod.
EDIT: Thinking about it, that's probably how it should be done, since otherwise the AI that's already in those mods would conflict with the AI written to enhance their behaviour. Um, I suppose. -
Since you asked for an ABS mod, that means you're requesting a script ;)
Oh - are you using RMXP? I assumed Ace. I'll go ahead and switch it over to RGSS Script Requests. -
I'm not really using either at this point. I'm kind of gauging my chances of accomplishing something with these softwares and so far I've heard that XP is the most versatile.
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Not sure where you heard that, but Ace is definitely more flexible (ie - versatile) than XP. Ace has a more flexible database and a more modular (easier to change/add to) script system.
Unless there's another reason for you to go for XP, I would recommend Ace.
If you don't have either, download them both (you can use them both, full version, free for 30 days) and spend some time doing silly little things with them to get a feel for which you prefer. -
Ah OK. Very good. I'll try the Ace. Thanks!
Maybe you can move this to Ace again?
At least one thing that may have confused me was someone recommending XP because it had more scripts made for it (by users), but that post may have been old, and I guess the situation may have changed. -
If you sure are looking for an ABS that has an AI for the enemies, you might want to consider XP as well. B-ABS has this option where you can have control over how Aggressive or Passive an enemy is, control their skills, levels and some other behaviors towards the enemy. There are also AI for ABSes for Ace, the only one I know of that you can easily code one would be Moghunter's XAS Hero Edition Battle System for Ace.
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If you mean Blizz-ABS, I hadn't heard of it but I read through the sections on AI in the manual and it doesn't really do what I'm looking for. It might be an interesting AI for a Diablo-like but not really the kind of game I'd be interested in doing (one where you more often try to avoid rather than engage enemies).