February
03
2017

AI behaviours and AI rulesets can be equipped by combatants to change their battle AI.

AI controlled combatants select their actions using Battle AIs (you can learn more about battle AIs in this how-to). The battle AIs defined in a combatant’s settings can’t be changed in-game, leaving a combatant to follow a fixed pattern. This can be changed by using AI Behaviours and AI Rulesets.

Similar to weapons and armors, AI behaviours and AI rulesets can be equipped by combatants – however, they don’t give status boosts like equipment, but change or influence the AI of the combatant. The player can view and change the equipped AI behaviours and AI rulesets of the player group using menu screens with a AI Behaviour and AI Ruleset menu parts.

Each AI behaviour or AI ruleset can be set up to be used in two different ways through the Use Quantity setting:

  • Knowledge
    The behaviour/ruleset can only be collected once and can be equipped on multiple combatants at the same time.
    This is set up by disabling Use Quantity.
  • Item
    The behaviour/ruleset can be collected multiple times, equipping it will make it unavailable for others (like equipment).
    This is set up by enabling Use Quantity.

AI Types

AI behaviours and AI rulesets are separated into different AI types. You can define as many AI types as you need. They are created in the ORK Framework editor in Combatants > AI Types.

The AI types are used in menus to optionally separate the displayed AI behaviours and AI rulesets or create different menus for different AI types.

AI Behaviours

An AI behaviour defines Battle AIs that will be used while it’s equipped on a combatant. AI behaviours are created in the ORK Framework editor in Combatants > AI Behaviours.

Equipping the AI behaviour can optionally depend on requirements.

A support based AI behaviour, focusing on healing and buffing the combatant’s allies, can only be equipped if the combatant’s current class is a support class (e.g. healer).

Additionally, using the AI behaviour to find an action that should be used can also depend on (separate) requirements.

The support behaviour is only used when the combatant’s MP is greater than 25 %.

The battle AIs defined by an AI behaviour will also be used in order, i.e. starting with the first battle AI in the list. The battle AI defined by the combatant will be used as a fallback when none of the equipped AI behaviours has found an action that can be used.

AI Behaviour Slots

AI behaviours are equipped on AI behaviour slots of a combatant. The number of slots and their initially equipped AI behaviours are defined in the combatant’s AI settings.

AI behaviour slots can be added, removed and blocked using the event system. A blocked slot will be ignored when checking the combatant’s AI for the next action that should be used, ignoring whatever AI behaviour is equipped in the blocked slot.

AI behaviours are used in the order they’re equipped, i.e. starting with the first slot.

Collecting AI Behaviours

AI behaviours can be collected using the same methods as adding items, e.g. they can be added using (but not limited to):

  • Item Collector components
  • loot from battles
  • the event system
  • start inventory of the combatant
  • bought in shops

AI behaviours are bound to the inventory, i.e. when using Group inventories, a collected behaviour is available to the whole group, while using Individual inventories will only make it available for the individual combatants.

Changing the Move AI

An AI behaviour can optionally change the Move AI or Use Mode of the move AI used by the combatant. These changes can optionally only be used when an action from the AI behaviour is used.

The move AI changes will be used when the combatant selects an AI action, using the first move AI changes that are found, starting with the first AI behaviour slot. The AI behaviours will be checked after the AI rulesets – but move AI changes limited to using an action of an AI behaviour or AI ruleset will always overrule the first found change.

Console and Notifications

Adding or removing AI behaviours can add texts to the in-game console and display notification dialogues.

The default console texts are defined in Game > Console Settings, the default notifications are defined in Inventory > Inventory Settings. Each individual AI behaviour can override these console texts and notifications.

AI Rulesets

An AI ruleset defines rules for the battle AIs to follow that will be used while it’s equipped on a combatant. AI rulesets are created in the ORK Framework editor in Combatants > AI Rulesets.

Equipping the AI ruleset can optionally depend on requirements.

A AI ruleset that blocks supportive ability use can only be equipped if the combatant’s current class is a support class (e.g. healer).

Additionally, using the AI ruleset can also depend on (separate) requirements.

The blocking ruleset is only used when the combatant’s MP is less than 25 %.

The rules defined by an AI ruleset will be used in order, i.e. starting with the first rule in the list.

Rules

There are different types of rules, either directly selecting an action, influencing which actions can be used or which targets will be used.

AI rulesets are checked for actions before the AI behaviours, i.e. actions found by AI rulesets will overrule the AI behaviours and fallback battle AIs of the combatant.

Action

The Action rule will perform a defined action, e.g. using an ability or item.

Battle AI

The Battle AI rule will use defined battle AIs to find an action that will be used.

Block Ability

The Block Ability rule will block defined abilities or ability types from being used.

Block Attack

The Block Attack rule will block the base attack from being used.

Block Counter Attack

The Block Counter Attack rule will block the counter attack from being used (as an AI action, not countering).

Block Item

The Block Item rule will block defined items or item types from being used.

Target

The Target rule will change the target of used actions. The target changes can optionally be bound to the ruleset, i.e. only targets of the actions found by the ruleset will be changed.

Move AI

The Move AI rule will change the used move AI or use mode.

AI Ruleset Slots

AI rulesets are equipped on AI ruleset slots of a combatant. The number of slots and their initially equipped AI rulesets are defined in the combatant’s AI settings.

AI ruleset slots can be added, removed and blocked using the event system. A blocked slot will be ignored when checking the combatant’s AI for the next action that should be used, ignoring whatever AI ruleset is equipped in the blocked slot.

AI rulesets are used in the order they’re equipped, i.e. starting with the first slot.

Collecting AI Rulesets

AI rulesets can be collected using the same methods as adding items, e.g. they can be added using (but not limited to):

  • Item Collector components
  • loot from battles
  • the event system
  • start inventory of the combatant
  • bought in shops

AI rulesets are bound to the inventory, i.e. when using Group inventories, a collected ruleset is available to the whole group, while using Individual inventories will only make it available for the individual combatants.

Changing the Move AI

An AI ruleset can optionally change the Move AI or Use Mode of the move AI used by the combatant. These changes can optionally only be used when an action from the AI ruleset is used.

The move AI changes will be used when the combatant selects an AI action, using the first move AI changes that are found, starting with the first AI ruleset slot. The AI rulesets will be checked before the AI behaviours – but move AI changes limited to using an action of an AI behaviour or AI ruleset will always overrule the first found change.

Console and Notifications

Adding or removing AI rulesets can add texts to the in-game console and display notification dialogues.

The default console texts are defined in Game > Console Settings, the default notifications are defined in Inventory > Inventory Settings. Each individual AI ruleset can override these console texts and notifications.