Those are excellent suggestions! And I'll fix my mis-use of valid_for_ai also.
I think calling update_battle_menu() sounds like a good idea, and maybe we could consider it a bug that it doesn't get called each turn when a hero is under player control On Wed, Jan 26, 2022 at 9:14 AM Ralph Versteegen <[email protected]> wrote: > Fun! It can be expanded in various directions later. We could have a > setting in each spell list (or even each spell list slot) to say whether > the spell list/slot should be used by hero AI. > > I see some bugs in the battle menu code though. > You don't actually use valid_for_ai for anything! "WITH > *bspr.batmenu.items[randint(choice_count)]" is wrong. > You forgot to check .disabled, and it ignores .check_costs_as_weapon > (which is misnamed and has dubious effect), however currently .disabled is > only updated and .check_costs_as_weapon is only applied in > update_battle_menu(), which is called from inside battle_display() and > apparently is not called when a hero is under player control. I think maybe > you intentionally didn't want to use update_battle_menu, but only that > checks tag conditions, and I don't see a reason to duplicate that code in > update_battle_menu. > > Since valid_for_ai is a vector, you could just use v_remove to delete > options that fail atkallowed, and stop when none are left, then you can do > away with 'safety' entirely. > > > On Sun, 23 Jan 2022 at 04:22, James Paige <[email protected]> wrote: > >> Right now the hero just randomly picks any regular attack. >> I do plan to support picking from spell lists also >> I have no plans to support item use in automatic attacking mode >> >> I intend to keep hero AI very simple. I might add a mode that only ever >> uses the first valid attack, since I can see that being handy for cutscene >> battles, but any really fancy hero ai (like if ally hp is low, then use >> healing, or conserve MP if enemies are weak) will have to wait for >> battlescripting >> >> Also, known bug with both player controlled enemies, and auto controlled >> heroes is that they screw up the "ESC to go back" feature in turn-based >> battle mode. I'll find a fix for that soon though. >> >> >> >> On Sat, Jan 22, 2022 at 10:14 AM <[email protected]> wrote: >> >>> james >>> 2022-01-22 07:14:27 -0800 (Sat, 22 Jan 2022) >>> 82 >>> Implement very simple (random) hero AI for when a hero should attack >>> automatically >>> --- >>> U wip/bmod.bi >>> U wip/bmod.rbas >>> >>> _______________________________________________ >>> Ohrrpgce mailing list >>> [email protected] >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >
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