boss ai overhaul

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Shadowblitz16
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Post #1by Shadowblitz16 » 29 Jul 2017, 4:40

I just wanted to post some boss ai overhaul suggestion I came up while I was wringing my npc settings suggestion


basicly boss advance settings would consist of 3 ai's first part of the boss's life, the second part of the boss's life and the third part of the boss's life
ai's would be a little different then npc ai's instead of having an ai type it would be ai settings

bosses would event have a difficulty for how fast they react (aka how fast they state change)

anyway here is the things I came up with.

npc-[200] (smb1 bowser)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for bowser
                   
                   groundpound type             // this is the type of goundpound the ai it uses
                                                // (once, multipule)
                                               
                   groundpound chance           // this is the chance it will ground pound
                   groundpound on hurt          // this is a bool to wether he does it after he is hurt chance does not matter here
                   groundpound quake magnitude  // this is the magnitude for the screen shake when the shellslide hits a wall
                   groundpound quake time       // this is the time the shellslide quake lasts
                   
                   hammer type                  // this is the type of fireball the ai it uses (smb1, smbx)
                                                // (smb1 ones are just have a more accurete angle)
                                               
                   hammer chance                // this is the chance it will spit a fireball               
                   hammer on hurt               // this is a bool to wether he does it after he is hurt chance does not matter here
                   hammer delay                 // this is the delay between fireball shots                 
                   hammer count min             // this is the min number of fireballs the boss shoots
                   hammer count max             // this is the max number of fireballs the boss shoots
                   
                   fireball type                // this is the type of fireball the ai it uses (smb1, smb3, smbx)
                                                // (smb3 ones are fireballs that go diagnally and try to line up with the player)
                                               
                   fireball chance              // this is the chance it will spit a fireball                 
                   fireball on hurt             // this is a bool to wether he does it after he is hurt chance does not matter here
                   fireball delay               // this is the delay between fireball shots               
                   fireball count min           // this is the min number of fireballs the boss shoots
                   fireball count max           // this is the max number of fireballs the boss shoots
                   
difficulty         // this is the dificulty of the boss like how fast his reaction time is
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)

npc-[39] (smb2 birdo)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for birdo
                   
                   jump type                   // this is the type of shell the ai it uses
                                               // (stopped, moveing, anytime)
                                               
                   jump chance                 // this is the chance it will jump
                   jump on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   jump quake magnitude        // this is the magnitude for the screen shake when it lands
                   jump quake time             // this is the time the jump quake lasts
                   
                   projectile id               // this is the type of npcs the ai it uses
                                               // (egg, egg+fireball, fireball, custom++)
                                               
                   projecti chance             // this is the chance it will fire
                   projectile on hurt          // this is a bool to wether he does it after he is hurt chance does not matter here
                   projectile delay            // this is the delay between npcs shots                 
                   projectile count min        // this is the min number of npcs the boss shoots
                   projectile count max        // this is the max number of npcs the boss shoots

difficulty         // this is the dificulty of the boss like how fast his reaction time is     
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)


npc-[201] (smb2 wart)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for wart
                   
                   jump type                   // this is the type of shell the ai it uses
                                               // (stopped, moveing, anytime)
                                               
                   jump chance                 // this is the chance it will jump
                   jump on hurt                // this is a bool to whether it only jump after it is hurt
                   jump quake magnitude        // this is the magnitude for the screen shake when it lands
                   jump quake time             // this is the time the jump quake lasts
                   
                   projectile id               // this is the type of npcs the ai it uses
                                               // (bubble custom++)
                                               
                   projectile chance           // this is the chance it will fire
                   projectile on hurt          // this is a bool to whether he only does it after he is hurt
                   projectile delay            // this is the delay between npcs shots                 
                   projectile count min        // this is the min number of npcs the boss shoots
                   projectile count max        // this is the max number of npcs the boss shoots

difficulty         // this is the dificulty of the boss like how fast his reaction time is 
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)


npc-[201] (smb2 mouser)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for mouser
                   
                   jump type                   // this is the type of shell the ai it uses
                                               // (stopped, moveing, anytime)
                                               
                   jump chance                 // this is the chance it will jump
                   jump on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   jump quake magnitude        // this is the magnitude for the screen shake when it lands
                   jump quake time             // this is the time the jump quake lasts
                   
                   projectile id               // this is the type of npcs the ai it uses
                                               // (bubble custom++)
                                               
                   projectile chance           // this is the chance it will fire
                   projectile on hurt          // this is a bool to wether he does it after he is hurt chance does not matter here
                   projectile delay            // this is the delay between npcs shots                 
                   projectile count min        // this is the min number of npcs the boss shoots
                   projectile count max        // this is the max number of npcs the boss shoots
                   
difficulty         // this is the dificulty of the boss like how fast his reaction time is
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)


npc-[201] (smb3 boom boom)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for boom boom
                   
                   jump type                   // this is the type of jump the ai it uses
                                               // (normal x1, normal x2, normal x3, long x1, long x2, high), ..
                                               // (fly + dive, fly + drop, fly + to mario)
                                               
                   jump chance                 // this is the chance it will jump
                   jump on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   jump quake magnitude        // this is the magnitude for the screen shake when it lands
                   jump quake time             // this is the time the jump quake lasts
                   
                   move type                   // this is the type of movement the ai uses
                                               // (normal, fast, slow+fast, goomba)
                                               
                   move chance                 // this is the chance it will move
                   move on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   move quake magnitude        // this is the magnitude for the screen shake when it hit the wall
                   move quake time             // this is the time the move quake lasts

difficulty         // this is the dificulty of the boss like how fast his reaction time is
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)


npc-[86] (smb3 bowser)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for bowser
                   
                   groundpound type             // this is the type of goundpound the ai it uses
                                                // (once, multipule)
                                               
                   groundpound chance           // this is the chance it will ground pound
                   groundpound on hurt          // this is a bool to wether he does it after he is hurt chance does not matter here
                   groundpound quake magnitude  // this is the magnitude for the screen shake when the shellslide hits a wall
                   groundpound quake time       // this is the time the shellslide quake lasts
                   
                   shell type                   // this is the type of shell the ai it uses
                                                // (slide, slide + bounce, bounce 1x, bounce 2x, bounce 3x)
                                               
                   shell chance                 // this is the chance it will ground pound
                   shell on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   shell quake magnitude        // this is the magnitude for the screen shake when the shellslide hits a wall or ..
                                                // the shellbounce hits the ground
                   shell quake time             // this is the time the shellslide quake lasts 
                   
                   fireball type                // this is the type of fireball the ai it uses
                                                // (smb1, smb3, smbx)
                                                // (smb3 ones are fireballs that go diagnally and try to line up with the player)
                                               
                   fireball chance              // this is the chance it will spit a fireball                 
                   fireball on hurt             // this is a bool to wether he does it after he is hurt chance does not matter here
                   fireball delay               // this is the delay between fireball shots               
                   fireball count min           // this is the min number of fireballs the boss shoots
                   fireball count max           // this is the max number of fireballs the boss shoots
                   
difficulty         // this is the dificulty of the boss like how fast his reaction time is
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)

npc-[201] (smb3 larry)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for koopa kids
                   
                   jump type                   // this is the type of jump the ai it uses
                                               // (normal x1, normal x2, normal x3, long x1, long x2, high), ..
                                               // (nearest ground in front of mario (or nearest ground))
                                               
                   jump chance                 // this is the chance it will jump
                   jump on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   jump quake magnitude        // this is the magnitude for the screen shake when it lands
                   jump quake time             // this is the time the jump quake lasts
                   
                   shell type                  // this is the type of shell the ai it uses
                                               // (slide, slide + bounce, bounce 1x, bounce 2x, bounce 3x)
                   shell chance                // this is the chance it will ground pound
                   shell on hurt               // this is a bool to whether it only gound pounds after it is hurt
                   shell quake magnitude       // this is the magnitude for the screen shake when the shellslide hits a wall or ..
                                               // the shellbounce hits the ground
                                    
                   shell quake time            // this is the time the shellslide quake lasts   
                   
                   wand type                   // this is the type of wand the ai it uses
                                               // (single magic, seprete magic, magikoopa magic, ball with bounce, ring)
                   wand chance                 // this is the chance it will spit a fireball       
                   wand on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here                 
                   wand delay                  // this is the delay between fireball shots                 
                   wand count min              // this is the min number of fireballs the boss shoots
                   wand count max              // this is the max number of fireballs the boss shoots

difficulty         // this is the dificulty of the boss like how fast his reaction time is     
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)


npc-[201] (smw ludwig)
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boss ai1           // this is the ai settings for the first part of the boss's life
boss ai2           // this is the ai settings for the second part of the boss's life
boss ai3           // this is the ai settings for the third part of the boss's life
                   // ai editor for ludwig
                   
                   jump type                   // this is the type of jump the ai it uses
                                               // (normal x1, normal x2, normal x3, long x1, long x2, high), ..
                                               // (nearest ground in front of mario (or nearest ground))
                                               
                   jump chance                 // this is the chance it will jump
                   jump on hurt                // this is a bool to wether he does it after he is hurt chance does not matter here
                   jump on shell exit          // this is a bool to whether he jumps out of his shell  chance does matter here
                   jump quake magnitude        // this is the magnitude for the screen shake when it lands
                   jump quake time             // this is the time the jump quake lasts
                   
                   shell type                  // this is the type of shell the ai it uses
                                               // (slide, slide + bounce, bounce 1x, bounce 2x, bounce 3x)
                                               
                   shell chance                // this is the chance it will ground pound
                   shell on hurt               // this is a bool to whether it only gound pounds after it is hurt
                   shell quake magnitude       // this is the magnitude for the screen shake when the shellslide hits a wall or ..
                                               // the shellbounce hits the ground
                                    
                   shell quake time            // this is the time the shellslide quake lasts   
                   
                   fireball type                // this is the type of fireball the ai it uses
                                                // (smw, smbx)
                                                // (smw once just wait inside his mouth for a while)
                                               
                   fireball chance              // this is the chance it will spit a fireball                 
                   fireball on hurt             // this is a bool to wether he does it after he is hurt chance does not matter here
                   fireball delay               // this is the delay between fireball shots               
                   fireball count min           // this is the min number of fireballs the boss shoots
                   fireball count max           // this is the max number of fireballs the boss shoots


difficulty         // this is the dificulty of the boss like how fast his reaction time is 
nearest ground     // this is a bool to wether or not the boss lands, drops, or flies to find nearst ground
                   // (this would be usefull if you have moving platforms or pits in the boss room)       

Alucard
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Post #2by Alucard » 29 Jul 2017, 17:49

Yes. Boss AI needs to be customizable. I have encountered Wart in an episode near the end of world 7 and it was a PURE NIGHTMARE. :devil: Even though room design was almost the same as in SMB2, here is why it took me 45 lives to beat it.
1. Wart shoots at random intervals with no telegraphing at all. He can perform two-three attacks in a row, unlike in SMBX 1.3. Good luck trying to lob veggie into his mouth. Several times Wart launched his bubble burst EXACTLY THE SAME FRAME it appears on screen.
2. Wart`s projectiles fly at unpredictale pattern, soetimes scoring outright unavoidable hits to Mario.
And that is for AI issues. And the sadistic author made this a mandatory daredevil challenge by setting on "Instant-Kill" option for Wart`s bubbles.


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