I am starting to understand the scripting a little but I still don't know a fix for some things.
1. I want to set a dodging move for attacks that cause >= 70 injury (AI will only do it when it has >= 400 MP so it won't be a cheap move). Is there a way to do this? An alternative would be using target.state == 3, perhaps with a target.mp condition.. but it would not have the same effect
2. I want to make my character use DJA+A+A+A.... when the opponent is at a distance. It's a move to charge MP. However, he DOES go to the charging stance (caused by DJA), but he only starts tapping A when I walk. Does anybody know why this might happen?
3. Is there a way to make him avoid picking objects?
1. I want to set a dodging move for attacks that cause >= 70 injury (AI will only do it when it has >= 400 MP so it won't be a cheap move). Is there a way to do this? An alternative would be using target.state == 3, perhaps with a target.mp condition.. but it would not have the same effect
2. I want to make my character use DJA+A+A+A.... when the opponent is at a distance. It's a move to charge MP. However, he DOES go to the charging stance (caused by DJA), but he only starts tapping A when I walk. Does anybody know why this might happen?
Code:
int ego(){
//close range:
if (target.y == 0 && abs(target.z-self.z) < 9 && (self.x-target.x)*((self.facing?1:0)*2-1) > 50 && (self.x-target.x)*((self.facing?1:0)*2-1) < 100 && target.state == 16 && self.mp >= 375){
if (abs(self.x-target.x) > 0 && (self.state == 2 || self.state == 0)){
if (self.x-target.x > 0){DdA();} //turn back
else {DuA();}
}
else if (self.x-target.x < 0){left();} //adjust x for DvA
else {right();}
return 1;
}
//long/mid range:
if (abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) <= 3 && abs(self.x-target.x) < 250 && abs(self.x-target.x) > 150 && self.mp >= 100){
if (self.x-target.x > 0){DlA();} //D<A
else if (self.x-target.x < 0){DrA();} //D>A
}
else if (abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) <= 15 && abs(self.x-target.x) < 450 && abs(self.x-target.x) > 250 && self.mp >= 280 && target.state == 0 || target.state == 1 || target.state == 2) {
if (self.x-target.x > 0){DlJ();} //D<J
else if (self.x-target.x < 0){DrJ();} //D>J
}
else if (self.mp <= 400 && (abs(self.z-target.z) > 40) || (abs(self.x-target.x) < 1000 && abs(self.x-target.x) > 320)) {
if (self.x-target.x > 0){DJA();} //DJA
else if (self.x-target.x < 0){DJA();} //DJA
return 1;
}
//instant attacks
if (self.state == 5){A();} //dash attack
if ((self.frame == 286 && target.state == 11) || (target.state == 16)) {A();} //long combination
if ((self.frame == 353 && (target.state == 11) || (target.state == 16))) {DuJ();} //meteor combination
if ((self.frame == 353 && (target.state == 16) && self.mp >= 220)) {DrJ();} //kamehameha combination
if (self.frame == 365 && target.state == 12){A();} //kick up
if (self.frame == 244 && (self.mp >= 85) && (self.x-target.x)*((self.facing?1:0)*2-1) > 50) {DuJ();} //IT Kamehameha
if (self.frame == 166 || self.frame == 20 || self.frame == 172 || self.frame == 22 && (self.mp < 500) && (abs(self.x-target.x) < 1000 && abs(self.x-target.x) > 250)|| self.frame == 166 || self.frame == 20 || self.frame == 172 || self.frame == 22 && (abs(self.z-target.z) > 30)) {A();} //DJA+A+A..
return 0;
}
3. Is there a way to make him avoid picking objects?