Luyren's AI and Combat Pack

Luyren

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  • Posts: 2799
You use the "Command List" behavior for the whole thing. In this case you won't use the "Ground Melee Attack" behavior. So plan all the conditions and events of your attack, set up the combo trigger at the appropriate time and configure all the following parts of the combo in different attacks. Remember that each facing is a different attack.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

tabletop

  • Posts: 379
Would you mind sending a screenshot? Of which exact menu and which areas to type this

Luyren

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  • Posts: 2799
As I said, it's the "Command List" behavior. Attach it to your actor (and follow the instructions on the basic setup for other required behaviors as written in the documentation), customize the events, conditions and inputs as you want them and go to town. Use the sample game Mage actor for reference on some of the conditions to use, such as checking for ground, facing directions and combos.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

tabletop

  • Posts: 379
Could you post a screenshot of what to type in for just a melee attack with three different animations like in Zelda if you press the button three times in a row.

I couldn't comprehend the documentation at all.

Luyren

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  • Posts: 2799
Look at the sample game then. The Fireball actions for the Mage actor is a simple projectile attack, you'd just set the damager event to fixed instead of bullet. Likewise the FireBreath and FireBreathCombo actions have an example of the combo trigger event usage.

You have to breakdown your actions into individual components (setting damage, animation change, damager creation etc) and use the appropriate events. If you provide a screenshot of your attempt, then I can suggest improvements to achieve what you need.

If anything on the documentation is unclear, I'd also appreciate if you could point out at the specific parts of it so I can explain it better and improve it.

« Last Edit: December 27, 2020, 08:03:56 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

tabletop

  • Posts: 379
I actually tried quite a bit, but still a failure.

Do you mind showing me how to do any attack with two different animations/possibly damagers if the button is pressed 3 times in a short window?

Luyren

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  • Posts: 2799
I actually tried quite a bit, but still a failure.
Show me what you tried. The behaviors you have attached, the settings you chose, and the configurations in the Command List behavior for the attacks you tried. Only then I can provide any sort of assistance.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.


Luyren

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  • Posts: 2799
The image with input has only copies of the fireball and fireblast skills from the sample game, and the input for a command called "Combo Trigger" with no conditions or input associated with it. The second image doesn't exist. So that's not much to work with.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

Luyren

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  • Posts: 2799
This pack has been updated with a revamp and new features for the 4 basic attack behaviors.

  • Added option to release the key to perform a basic attack.
  • Replaced "Position Data List" with a map attribute, to make it slightly easier to configure.
  • Added new "Attack Movement Map" attribute. It contains information to move and stop the actor during the attack. For the melee attacks, it also has the option to push-back on hit. This push-back can also be used for bounce attacks. You can specify enemies that can and cannot trigger the push-back.
  • Added a 3-hit combo for the "Mage" actor in its Command List behavior. The sample input and action event files have been update with those attacks.
  • The ​Explode ​behavior now has the option to deal damage along with the explosion.

To get these changes, you'll need to redownload the pack. If you were using a previous version of the pack in your game, you'll need to remove the pack and all its resources, and reimport the new version.

As always, you can get the most up-to-date version here: https://luyren.itch.io/luyren-ai-and-combat-pack

« Last Edit: January 15, 2021, 07:06:33 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

tabletop

  • Posts: 379
Im very excited to try this doing so as we speak, the Dash and combos I needed implement nicely.

« Last Edit: January 17, 2021, 09:55:23 am by tabletop »

Luyren

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  • Posts: 2799
I've added two new behaviors to both the paid and free versions of this resource pack.
The first one is the ​Radial Position Finder​. This is an in-game tool you can use to find points in radial position, meaning in a circle with a given radius and angle from your actor. This is specially useful to find the position to create bullets for the ranged attacks in top-down games.

Next is the ​Actor Registry​ behavior. It's a scene behavior that allows you to store actors in it with a custom block. You can then check if a registered actor exists at a given position with near pixel-perfect precision of its sprite, and also get a list of all registered actors. This is used in combination with the ​Raycast ​behavior to have select actors also block the line of sight of enemies.

The documentation also has been updated accordingly. The sample game has also been updated, in the AI Detection section there's a new scene where you can see the semi-solid platforms blocking the raycast.

To get this update, you'll need to redownload the resource pack. If you want to update an existing game, sadly the best option would be to delete the previous pack and all its resources, and import the new version to your game.

« Last Edit: March 16, 2021, 07:55:18 am by Luyren »
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

Luyren

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  • Posts: 2799
​I've update all the ​Basic Attacks​ and the ​Command List​ behaviors with an input buffer feature. It allows you to execute the input for an attack or command during a busy state, such as hit stun or during another attack, and for a configurable period of time after the input the behaviors will still check for the conditions to execute the attack or command.

This can prove useful if your game has several input-specific actions, or  if you want to add leniency to the player control in your game. In the example below, there is a 0.3 seconds buffer timer, which enables a frame-perfect chain of Fire Blasts. All buffer timers are reset once any attack or command is executing, so there is no risk of overlapping buffered actions.



If you want this new feature, you'll have to remove the old resource pack and all its behaviors from your game, redownload and import the new version. As always, you can get it here: https://luyren.itch.io/luyren-ai-and-combat-pack
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.

RPGMasterX

  • Posts: 9
Do you know how to add a double jump?

Luyren

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  • Posts: 2799
On key press, if not on ground, set Y speed to a negative number, use booleans to only execute it once and reset it when on ground. Or if you purchased the full version, you could make it a command in the Commands List behavior using the included documentation. You'd still need a boolean or an actor value that is reset when the actor hits the ground.
My Stencyl resources are available here: https://luyren.itch.io/
Cutscenes, RPG Elements, Particles, Map System and many more.