Hey, it’s been a while I made a thing!
Dance AI
“Restores” the ability for the AI to dance while escaping (vanilla can actually already do the decision making, but not the actual dancing).
Also adds the ability for the AI to decide to dance without the need to be in “escape mode” (more specifically, it will try to dance after trying to use staves). The AI will choose which unit to dance for based on base stat total (pow + skl + spd + def + res + lck + curHP; Without taking any modifiers into account) (this is just to make the potential dance target reasonably predictable).
For example, if an AI-controlled dancer has AI1 0 (AttackInRange
, or ActionInRange
would maybe be a better alias), It will dance for units it can reach. If it also can use staves, staves will have priority. If it also can initiate combat, dance will have priority.
Other misc info: Dancers won’t dance for other dancers. Dancers have a significant priority penalty (so they will most likely move after all the other units) (this is vanilla behaviour). Danced units move last, and in the order they were danced for.
The hack is for FE8U, install using Event Assembler 10+ while in free space.
If you have found any bug or have any questions, feel free to ask me on Discord.
Have fun being evil! -Stan