[1.0] Better tactical AI

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

[1.0] Better tactical AI

#1 Post by lukep »

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This addon modifies many (>250) of the talents' tactical AI information, making the attack, disable, cure, and heal numbers consistent with each other, and also making the other values more consistent, relevant, and appropriate. This should lead to enemies using their best attacks when they attack you, disabling more effectively (with respect to status immunity), and generally being smarter.

Done:
- all talents looked at (except infusions)
- added psi and other resources
- damage calculation fixed.
- status effect weight is now checked 10 times instead of once (hack instead of checking the real chance)
- several minor changes

To Do:
- make a fake damage projector somewhere, use it in AI calculations (it should include +damage%, affinity healing, resistance/penetration, and maybe others)
- make NPC only talents (0 cost, 0 cooldown, innate, non-spell, etc...) for spiking mindslayer sustains, and also for changing to Fire Infusion for Alchemists. Maybe Command Staff as well.
- Smart switching of Infusions for alchemists, using the fake damage projector.

Download link
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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