Game Development Reference
In-Depth Information
Figure 3-10. The screen displayed by choosing to add or edit a skill to an enemy's Action Patterns
Skill is a drop-down menu that allows you to select the skill that you want the enemy to use.
Rating is a value that does nothing in of itself. However, when an enemy has multiple skills, it
looks to its rating value to determine what to use. I've always felt that the official explanation
for Rating is ridiculously clunky yet somehow manages to convey the intended message.
RMVXA says: Actions 1 rating point away from the highest priority rating will be used 2/3 of
the time and those 2 rating points away will be used 1/3 of the time. If there are actions with
the same ratings, their probability of use will be the same.”
An Explanation of Ratings
Confusing, isn't it? I'll do my best to explain! Suppose we give our new enemy two new skills. Let's just call them Skill
A and Skill B. So now, the enemy has Attack, Skill A, and Skill B in its action pattern list. If we leave Attack's rating at 5,
give Skill A a rating of 4, and Skill B a rating of 3, here is how the probabilities work.
Attack: The standard/baseline for the action pattern, as it has the highest rating
Skill A: Will be used two-thirds of the time, as compared to Attack
Skill B: Will be used one-third of the time, as compared to Attack
 
Search WWH ::




Custom Search