This document describes data\ai.txt, which controls combat AI. The file format is straightforward, so I just explain each field and its possible values.
Field | Description
aggression
| Aggressiveness. Value ranges from 0 to 100.
| attack_start | attack_end When attack begins, the game randomly picks a number between these two
values, and shows the battle cry message corresponding to the number.
Refer to text\english\game\combatai.msg.
| Example: the values for "Arroyo Elder" are 2640 and 2651, and line #1511 - 1522 of text\english\game\combatai.msg are the corresponding battle cry messages. hit_eyes_start | hit_eyes_end The same as above, except this time the battle cries will be shown
when the critter's eyes are hit.
| called_freq | chance The chance that the critter will shout battle cries. If 0, it remains
silent during combat.
| font
| Font used to show battle cries. Values can be 101,
102, 103, 104
| area_attack_mode
| Burst. Refer to FO2 manual pp.74. Values can be always,
sometimes, be_sure, be_careful
be_absolutely_sure
| attack_who
| Values can be whomever_attacking_me, strongest,
weakest, whomever, closest
| best_weapon
| Values can be random, no_pref, never,
unarmed , melee, ranged,
ranged_over_melee ,melee_over_ranged
| distance
| Values can be charge, on_your_own, stay,
stay_close , snipe
| disposition
| Values can be coward, defensive,
aggressive, berserk
| run_away_mode
| Values can be none, coward, finger_hurts,
bleeding, not_feeling_good, tourniquet,
never | |
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I've tried to modify some fields like disposition and aggression, but it
seems of no effect.
Copyleft 1999 by Borg Locutus
(dystopia@iname.com)