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Jun 24th, 2019
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  1. -The actions AIs take is determined by a TP value. AIs will undertake the action that results in the highest TP value.
  2. -TP is capped at 40.
  3. -If the AI comes up with two best actions of equally high TP value, one will be chosen randomly.
  4. -Targeting AI is almost always set to 0 or 8 for FE7 and 8. Very rarely are the others used.
  5.  
  6. Target AI Type 0
  7.  
  8. Potential damage is lethal: +10
  9. Potential damage will lead to the lowest HP value (meaning, the damage dealt to the targeted unit will lower their HP to the lowest number within the AI's possible course of actions): +5
  10. Acting unit will end turn near allied units: +5
  11. Target is (Class): +5 (This is only used in FE6. Different classes can be set)
  12. Turn Count: (The turn count is added directly to their TP)
  13. Target cannot counter: +5
  14. Target counter damage (Potential counter damage is subtracted directly from their TP, up to a max of 20)
  15. Acting unit can potentially survive counterattack (Crits are not factored into this calculation): +5
  16.  
  17. Target AI Type 8
  18.  
  19. Potential damage is lethal: +5
  20. Potential damage will lead to the lowest HP value: +10
  21. Acting unit will end turn near allied units: +10
  22. Target is (Class): +10
  23. Turn Count: Not factored
  24. Target cannot counter: Not factored
  25. Target counter damage: Not factored
  26. Acting unit can potentially survive counterattack: Not factored
  27.  
  28. Target AI Type 10
  29.  
  30. Potential damage is lethal: +5
  31. Potential damage will lead to the lowest HP value: +10
  32. Acting unit will end turn near allied units: +10
  33. Target is (Class): +10
  34. Turn Count: (The turn count *2 is added directly to their TP)
  35. Target cannot counter: +10
  36. Target counter damage: +5
  37. Acting unit can potentially survive counterattack: +10
  38.  
  39. Target AI Type 18
  40.  
  41. Potential damage is lethal: +10
  42. Potential damage will lead to the lowest HP value: +10
  43. Acting unit will end turn near allied units: +10
  44. Target is (Class): +10
  45. Turn Count: Not factored
  46. Target cannot counter: +5
  47. Target counter damage: +5
  48. Acting unit can potentially survive counterattack: +5
  49.  
  50. Target AI Type 20
  51.  
  52. Potential damage is lethal: +5
  53. Potential damage will lead to the lowest HP value: Not factored
  54. Acting unit will end turn near allied units: Not factored
  55. Target is (Class): Not factored
  56. Turn Count: (The turn count *2 is added directly to their TP)
  57. Target cannot counter: Not factored
  58. Target counter damage: Not factored
  59. Acting unit can potentially survive counterattack: Not factored
  60.  
  61. Target AI Type 28
  62.  
  63. Potential damage is lethal: +10
  64. Potential damage will lead to the lowest HP value: +5
  65. Acting unit will end turn near allied units: +5
  66. Target is (Class): +5
  67. Turn Count: (The turn count is added directly to their TP)
  68. Target cannot counter: Not factored
  69. Target counter damage: Not factored
  70. Acting unit can potentially survive counterattack: Not factored
  71.  
  72. Target AI Type 30
  73.  
  74. Potential damage is lethal: +10
  75. Potential damage will lead to the lowest HP value: +10
  76. Acting unit will end turn near allied units: +10
  77. Target is (Class): Not factored
  78. Turn Count: Not factored
  79. Target cannot counter: +5
  80. Target counter damage: +5
  81. Acting unit can potentially survive counterattack: +5
  82.  
  83. Target AI Type 38 is identical to Type 30 except that it calculates TP with a different order of operations.
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