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Revisions to MCombat CNPC Behaviour

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  • Revisions to MCombat CNPC Behaviour

    Hi all,

    I'm posting this separate from the main MCombat thread as that thread has grown fairly lengthy and I want this information to be easily findable when needed.

    In preparation for the upcoming major plot, I've made a series of adjustments to MCombat CNPCs to ensure they can support their desired functions moving forward. The CNPC turn script has been redesigned to have a CNPC properly call attacks on their turn using the @attack command the same way a player would (whereas in the past they 'faked' it by hooking a predetermined set of attacks into the MCombat attack engine directly). This has a few consequences in regards to how the MCombat script will process their actions:

    1. CNPCs will now benefit from first and third card bonuses. IE: If their first attack is a quick attack, all attacks thereafter will generate criticals. If their 3rd attack is a strong attack, it will receive the same extra damage boost Player Characters receive.
    2. In line with that, CNPCs now actually benefit from critical points; they can and will critically strike if they use quick attacks to generate critical points.
    3. It's also possible for CNPCs to affect a bold attack combo if matching suffix attacks are used in their attack sequence
    4. The @attacks CNPCs decide to use are still randomly generated, so they'll never be as efficient as players who tie their combos together well (and that's intentional). However a CNPC's class affects its attack deck, which increases the statistical chance it will select certain attacks. Agile class monsters have quick oriented decks, berserkers have strong decks, and so on.
    5. CNPCs can, if they possess them, also use Active @abilities, though lack a player's cunning in when to use them most efficiently (again intentional).
    6. CNPCs will now properly select a random target at the start of a fight if no one has attacked them yet, instead of always selecting the "first PC" in the room.
    7. Some CNPCs may only use one attack on their turn instead of the standard 3. In many cases their attack is calculated to hit as hard as if they'd performed a matching combo of that attack type (a single quick attack, by example, would generate the same amount of damage and critical points as a triple-quick combo).
    8. CNPCs can now properly detect buffs and debuffs on their own turn (previously they could only detect them on a player's attack, meaning damage boosting effects such as ATK Up would work when a player attacks a CNPC, but defensive ones like DEF Up would not be detected when a CNPC was attacking a player).




    Cheers,
    Last edited by Kurzon; 02-17-2020, 08:33 PM.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.

  • #2
    7. Some CNPCs may only use one attack on their turn instead of the standard 3. In many cases their attack is calculated to hit as hard as if they'd performed a matching combo of that attack type (a single quick attack, by example, would generate the same amount of damage and critical points as a triple-quick combo).
    That's kinda cool. I want that. >.>

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