In reply to: Oh and... -- TKGB 14:03:01 05-09-2005
Well... Posted by: Xorlak 21:50:59 05-09-2005 |
The thing is, you can't pick actual special attacks that you've given the enemy. #ai just affects which method the enemy will use to select its (random) move.
About the closest you can get to what you posted above would be:
#GetHP(enemyHP!,"Source")
#GetHP(playerHP!,"Target")
#If(enemyHP!<30) {#AI(4)}
#If(playerHP!>60) {#ApplyStatus("Target","poison.ste")}
#If(enemyHP!<10)
{
#Mwin("Bye!")
#delay(2) *Don't use #wait with the default. BAD things happen... (Heh...)
#MwinCls()
#kill!= 0-enemyHP!
#giveHP("Source",kill!) *Will actually make the enemy commit suicide...
#Mwin("Hey where did he go?")
#delay(2)
#mwincls
}
The only way I can think of to get the enemy to use exact moves would be to define the moves themselves within the AI program (i.e. with #giveHP,#attackall commands, etc)