CombatAi Archetypes And Modifiers
From Divinity Engine Wiki
The following archetypes already exist in D:OS2 and can have their modifiers overridden:
- base
- berserker
- bomber
- healer
- mage
- melee
- ranged
- ranger
- rogue
- warrior
The following table lists all modifiers, their default value in the base archetype, and a short desciption on how their used. More information on the italic terms and a basic explanation on how scores work for Ai can be found here:
Modifier | Base Value | Description |
---|---|---|
SCORE_MOD | 100.0 | A general modifier that you probably shouldn't change, but you're welcome to try |
MULTIPLIER_DAMAGE_SELF_POS | 1.0 | Damage score on self that's considered positive (e.g. when removing the Burning status, which 'removes' damage) |
MULTIPLIER_DAMAGE_SELF_NEG | 1.0 | Damage score on self that's considered negative (this is just damage) |
MULTIPLIER_DAMAGE_ENEMY_POS | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_POS, but for enemies (this is just damage) |
MULTIPLIER_DAMAGE_ENEMY_NEG | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_NEG, but for enemies (e.g. when removing the Burning status, which 'removes' damage) |
MULTIPLIER_DAMAGE_ALLY_POS | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_POS, but for allies |
MULTIPLIER_DAMAGE_ALLY_NEG | 1.5 | Same as MULTIPLIER_DAMAGE_SELF_NEG, but for allies |
MULTIPLIER_DAMAGE_NEUTRAL_POS | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_POS, but for neutrals |
MULTIPLIER_DAMAGE_NEUTRAL_NEG | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_NEG, but for neutrals |
MULTIPLIER_HEAL_SELF_POS | 1.0 | Healing score on self that's considered positive (this is just healing) |
MULTIPLIER_HEAL_SELF_NEG | 1.0 | Healing score on self that's considered negative (e.g. when removing the Restoration status, which 'removes' healing) |
MULTIPLIER_HEAL_ENEMY_POS | 1.0 | Same as MULTIPLIER_HEAL_SELF_POS, but for enemies (e.g. when removing the Restoration status, which 'removes' healing) |
MULTIPLIER_HEAL_ENEMY_NEG | 1.0 | Same as MULTIPLIER_HEAL_SELF_NEG, but for enemies (this is just healing) |
MULTIPLIER_HEAL_ALLY_POS | 1.0 | Same as MULTIPLIER_HEAL_SELF_POS, but for allies |
MULTIPLIER_HEAL_ALLY_NEG | 1.0 | Same as MULTIPLIER_HEAL_SELF_NEG, but for allies |
MULTIPLIER_HEAL_NEUTRAL_POS | 1.0 | Same as MULTIPLIER_HEAL_SELF_POS, but for neutrals |
MULTIPLIER_HEAL_NEUTRAL_NEG | 1.0 | Same as MULTIPLIER_HEAL_SELF_NEG, but for neutrals |
MULTIPLIER_DOT_SELF_POS | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_POS, but for damage over time |
MULTIPLIER_DOT_SELF_NEG | 1.0 | Same as MULTIPLIER_DAMAGE_SELF_NEG, but for damage over time |
MULTIPLIER_DOT_ENEMY_POS | 1.0 | Same as MULTIPLIER_DAMAGE_ENEMY_POS, but for damage over time |
MULTIPLIER_DOT_ENEMY_NEG | 1.0 | Same as MULTIPLIER_DAMAGE_ENEMY_NEG, but for damage over time |
MULTIPLIER_DOT_ALLY_POS | 1.0 | Same as MULTIPLIER_DAMAGE_ALLY_POS, but for damage over time |
MULTIPLIER_DOT_ALLY_NEG | 1.0 | Same as MULTIPLIER_DAMAGE_ALLY_NEG, but for damage over time |
MULTIPLIER_DOT_NEUTRAL_POS | 1.0 | Same as MULTIPLIER_NEUTRAL_SELF_POS, but for damage over time |
MULTIPLIER_DOT_NEUTRAL_NEG | 1.0 | Same as MULTIPLIER_NEUTRAL_SELF_NEG, but for damage over time |
MULTIPLIER_HOT_SELF_POS | 1.0 | Same as MULTIPLIER_HEAL_SELF_POS, but for healing over time |
MULTIPLIER_HOT_SELF_NEG | 1.0 | Same as MULTIPLIER_HEAL_SELF_NEG, but for healing over time |
MULTIPLIER_HOT_ENEMY_POS | 1.0 | Same as MULTIPLIER_HEAL_ENEMY_POS, but for healing over time |
MULTIPLIER_HOT_ENEMY_NEG | 1.0 | Same as MULTIPLIER_HEAL_ENEMY_NEG, but for healing over time |
MULTIPLIER_HOT_ALLY_POS | 1.0 | Same as MULTIPLIER_HEAL_ALLY_POS, but for healing over time |
MULTIPLIER_HOT_ALLY_NEG | 1.0 | Same as MULTIPLIER_HEAL_ALLY_NEG, but for healing over time |
MULTIPLIER_HOT_NEUTRAL_POS | 1.0 | Same as MULTIPLIER_NEUTRAL_SELF_POS, but for healing over time |
MULTIPLIER_HOT_NEUTRAL_NEG | 1.0 | Same as MULTIPLIER_NEUTRAL_SELF_NEG, but for healing over time |
MULTIPLIER_CONTROL_SELF_POS | 1.0 | Control score on self that's considered positive. Control score comes from the statuses KnockedDown, Blind, ShacklesOfPain, Fear, Charmed, Incapacitated, and any Consume status that makes you lose control. (e.g. removing KnockedDown) |
MULTIPLIER_CONTROL_SELF_NEG | 2.0 | Control score on self that's considered negative. (e.g. applying KnockedDown) |
MULTIPLIER_CONTROL_ENEMY_POS | 1.0 | Same as MULTIPLIER_CONTROL_SELF_POS, but for enemies (e.g. applying KnockedDown) |
MULTIPLIER_CONTROL_ENEMY_NEG | 1.0 | Same as MULTIPLIER_CONTROL_SELF_NEG, but for enemies (e.g. removing KnockedDown) |
MULTIPLIER_CONTROL_ALLY_POS | 1.0 | Same as MULTIPLIER_CONTROL_SELF_POS, but for allies |
MULTIPLIER_CONTROL_ALLY_NEG | 2.0 | Same as MULTIPLIER_CONTROL_SELF_NEG, but for allies |
MULTIPLIER_CONTROL_NEUTRAL_POS | 1.0 | Same as MULTIPLIER_CONTROL_SELF_POS, but for neutrals |
MULTIPLIER_CONTROL_NEUTRAL_NEG | 1.0 | Same as MULTIPLIER_CONTROL_SELF_NEG, but for neutrals |
MULTIPLIER_BOOST_SELF_POS | 1.0 | Boost score on self that's considered positive (e.g. buffs like resistance increase) |
MULTIPLIER_BOOST_SELF_NEG | 1.0 | Boost score on self that's considered negative (e.g. debuffs like a intelligence penalty) |
MULTIPLIER_BOOST_ENEMY_POS | 1.0 | Same as MULTIPLIER_BOOST_ENEMY_POS, but for enemies (e.g. debuffs like a intelligence penalty) |
MULTIPLIER_BOOST_ENEMY_NEG | 1.0 | Same as MULTIPLIER_BOOST_ENEMY_NEG, but for enemies (e.g. buffs like resistance increase) |
MULTIPLIER_BOOST_ALLY_POS | 1.0 | Same as MULTIPLIER_BOOST_ALLY_POS, but for allies |
MULTIPLIER_BOOST_ALLY_NEG | 1.0 | Same as MULTIPLIER_BOOST_ALLY_NEG, but for allies |
MULTIPLIER_BOOST_NEUTRAL_POS | 1.0 | Same as MULTIPLIER_BOOST_NEUTRAL_POS, but for neutrals |
MULTIPLIER_BOOST_NEUTRAL_NEG | 1.0 | Same as MULTIPLIER_BOOST_NEUTRAL_NEG, but for neutrals |
MULTIPLIER_ARMOR_SELF_POS | 0.75 | Armor (both physical and magical) score on self that's considered positive (e.g. when removing the Acid status, which 'removes' armor damage) |
MULTIPLIER_ARMOR_SELF_NEG | 0.75 | Armor score on self that's considered negative (this is just armor damage) |
MULTIPLIER_ARMOR_ENEMY_POS | 0.75 | Same as MULTIPLIER_ARMOR_ENEMY_POS, but for enemies (this is just armor damage) |
MULTIPLIER_ARMOR_ENEMY_NEG | 0.75 | Same as MULTIPLIER_ARMOR_ENEMY_NEG, but for enemies (e.g. when removing the Acid status, which 'removes' armor damage) |
MULTIPLIER_ARMOR_ALLY_POS | 0.75 | Same as MULTIPLIER_ARMOR_ALLY_POS, but for allies |
MULTIPLIER_ARMOR_ALLY_NEG | 1.50 | Same as MULTIPLIER_ARMOR_ALLY_NEG, but for allies |
MULTIPLIER_ARMOR_NEUTRAL_POS | 0.75 | Same as MULTIPLIER_ARMOR_NEUTRAL_POS, but for neutrals |
MULTIPLIER_ARMOR_NEUTRAL_NEG | 0.75 | Same as MULTIPLIER_ARMOR_NEUTRAL_NEG, but for neutrals |
MULTIPLIER_FREE_ACTION | 0.25 | The 'final' score of an action (combined score of damage, heal, dot, hot, armor, boost, and control) is multiplied by a CostModifier and divided by an ActionCostModifier. If an action is free (meaning 0 AP) the ActionCostModifier will be equal to MULTIPLIER_FREE_ACTION |
MULTIPLIER_ACTION_COST_MULTIPLIER | 1.00 | Used in the ActionCostModifier explained in MULTIPLIER_FREE_ACTION. MULTIPLIER_ACTION_COST_MULTIPLIER is multiplied with the AP cost of the action itself and added to the ActionCostModifier |
MULTIPLIER_MOVEMENT_COST_MULTPLIER | 0.90 | Used in the ActionCostModifier explained in MULTIPLIER_FREE_ACTION. MULTIPLIER_MOVEMENT_COST_MULTIPLIER is multiplied with the AP cost of the movement needed to execute the action and added to the ActionCostModifier |
MULTIPLIER_INVISIBLE_MOVEMENT_COST_MULTPLIER | 0.30 | If the player is sneaking or invisible this modifier is used on top of MULTIPLIER_MOVEMENT_COST_MULTIPLIER |
MULTIPLIER_SOURCE_COST_MULTIPLIER | 1.00 | Used in the ActionCostModifier explained in MULTIPLIER_FREE_ACTION. MULTIPLIER_SOURCE_COST_MULTIPLIER is multiplied with the SP cost of the action itself and added to the ActionCostModifier |
MULTIPLIER_COOLDOWN_MULTIPLIER | 0.01 | Used in the CostModifier explained in MULTIPLIER_FREE_ACTION. MULTIPLIER_COOLDOWN_MULTIPLIER is used in combination with the cooldown of the action and a higher MULTIPLIER_COOLDOWN_MULTIPLIER results in a lower CostModifier |
MULTIPLIER_LOW_ITEM_AMOUNT_MULTIPLIER | 0.45 | Used in the CostModifier explained in MULTIPLIER_FREE_ACTION. MULTIPLIER_LOW_ITEM_AMOUNT_MULTIPLIER is used in combination with MULTIPLIER_HIGH_ITEM_AMOUNT_MULTIPLIER and we lerp between the LOW and HIGH value based on the health of the source character before multiplying it with the CostModifier. This way we make sure that lower health characters are more likely to use items |
MULTIPLIER_HIGH_ITEM_AMOUNT_MULTIPLIER | 1.00 | See MULTIPLIER_LOW_ITEM_AMOUNT_MULTIPLIER |
MULTIPLIER_CANNOT_EXECUTE_THIS_TURN | 0.50 | Used in the CostModifier explained in MULTIPLIER_FREE_ACTION. MULTIPLIER_CANNOT_EXECUTE_THIS_TURN is multiplied with the CostModifier if the action can not be executed this turn |
MULTIPLIER_TARGET_MY_ENEMY | 1.50 | Used whtn the target of the action is attacking the source character |
MULTIPLIER_TARGET_MY_HOSTILE | 3.00 | Used when the target of the action is already under attack by the source character |
MULTIPLIER_TARGET_SUMMON | 0.35 | Used when the target is a summon |
MULTIPLIER_TARGET_AGGRO_MARKED | 5.00 | Used when the target has the status AggroMarked |
MULTIPLIER_TARGET_HOSTILE_COUNT_ONE | 0.50 | Used when the target already is under attack by another character |
MULTIPLIER_TARGET_HOSTILE_COUNT_TWO_OR_MORE | 0.25 | Used when the target already is under attack by 2 or more characters |
MULTIPLIER_TARGET_IN_SIGHT | 1.05 | Used when the target is in sight from the current position of the source character |
MULTIPLIER_TARGET_INCAPACITATED | 0.20 | Used when the character is incapacitated (e.g. due to Frozen status) |
MULTIPLIER_TARGET_KNOCKED_DOWN | 1.25 | Used when the character has the KnockedDown status. Replaces MULTIPLIER_TARGET_INCAPACITATED (because KnockedDown is also incapacitates) |
MULTIPLIER_TARGET_PREFERRED | 20.00 | Used when the target has the AI_PREFERRED_TARGET tag |
MULTIPLIER_TARGET_UNPREFERRED | 0.20 | Used when the target has the AI_UNPREFERRED_TARGET tag |
ENDPOS_NEARBY_DISTANCE | 6.00 | The maximum distance that's considered to be 'nearby'. Is used in combination with several other modifiers |
MULTIPLIER_ENDPOS_ALLIES_NEARBY | 0.00 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_ALLIES_NEARBY is multiplied with the amount of allies nearby (defined by ENDPOS_NEARBY_DISTANCE) and added to the PositionScore |
MULTIPLIER_ENDPOS_ENEMIES_NEARBY | 0.00 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_ENEMIES_NEARBY is multiplied with the amount of enemies nearby (defined by ENDPOS_NEARBY_DISTANCE) and added to the PositionScore |
MULTIPLIER_ENDPOS_STENCH | 0.25 | Used when the target has the Stench talen |
MULTIPLIER_ENDPOS_FLANKED | 0.05 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_FLANKED is multiplied with the amount of characters that would flank the source character and added to the PositionScore |
MULTIPLIER_ENDPOS_HEIGHT_DIFFERENCE | 0.002 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_HEIGHT_DIFFERENCE is multiplied with the height difference between the current and the new position and added to the PositionScore |
MULTIPLIER_ENDPOS_TURNED_INVISIBLE | 0.01 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_TURNED_INVISIBLE is used when invisible for the difference between the old and new position and substracted from the PositionScore (going invisible and not moving is bad) |
MULTIPLIER_ENDPOS_NOT_IN_AIHINT | 0.01 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_NOT_IN_AIHINT is substracted from the PositionScore if it's not in an AiHint (and if it's not forced, because then the action would be completely aborted) |
MULTIPLIER_ENDPOS_NOT_IN_SMOKE | 0.00 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_NOT_IN_SMOKE is added the the PositionScore when the position is not inside a smoke surface |
MULTIPLIER_ENDPOS_NOT_IN_DANGEROUS_SURFACE | 0.10 | Used when calculating the PositionScore. MULTIPLIER_ENDPOS_NOT_IN_DANGEROUS_SURFACE is added the the PositionScore when the position is inside a dangerous surface that has positive effects (e.g. when you heal from a poison surface) |
DANGEROUS_ITEM_NEARBY | 0.00 | Used when calculating the PositionScore. DANGEROUS_ITEM_NEARBY is multiplied by all dangerous items (e.g. barrels) nearby (defined by ENDPOS_NEARBY_DISTANCE) and added to the PositionScore |
FALLBACK_ALLIES_NEARBY | 0.00 | Replaces MULTIPLIER_ENDPOS_ALLIES_NEARBY when calculating the PositionScore for the fallback action |
FALLBACK_ENEMIES_NEARBY | 0.00 | Replaces MULTIPLIER_ENDPOS_ENEMIES_NEARBY when calculating the PositionScore for the fallback action |
FALLBACK_WANTED_ENEMY_DISTANCE | 5.00 | The distance the source character will try to create when it has to use its fallback action |
MOVESKILL_AP_DIFF_REQUIREMENT | 2.00 | The minimum amount of AP the source character can save if it uses a jump/teleport skill instead of walking to its target position |
MOVESKILL_ITEM_AP_DIFF_REQUIREMENT | 3.00 | The minimum amount of AP the source character can save if it uses a jump/teleport skill by item instead of walking to its target position |
MULTIPLIER_SCORE_ON_NEUTRAL | -0.1 | The target multiplier for neutral targets |
MULTIPLIER_SCORE_ON_ALLY | -1.10 | The target multiplier for allied targets |
MULTIPLIER_SCORE_OUT_OF_COMBAT | 0.25 | The target multiplier for targets that are not part of the source character's combat |
MAX_SCORE_ON_NEUTRAL | 0.00 | Not used at the time of writing |
MAX_HEAL_MULTIPLIER | 0.50 | A multiplier to determine the importance of healing someone that's close to dying. Has to be in between 0.00 and 1.00 |
MAX_HEAL_SELF_MULTIPLIER | 1.00 | A multiplier to determine the importance of healing self when close to dying. Has to be in between 0.00 and 1.00 |
MULTIPLIER_VITALITYBOOST | 0.50 | Used for vitality boosts gained by statuses or potions |
MULTIPLIER_DAMAGEBOOST | 0.50 | Used for damage boosts gained by statuses or potions |
MULTIPLIER_BONUS_WEAPON_BOOST | 0.50 | Used for bonus weapon boosts gained by statuses or potions |
MULTIPLIER_ARMORBOOST | 0.50 | Used for armor boosts gained by statuses or potions |
MULTIPLIER_KILL_ENEMY | 2.50 | Target multiplier used when an enemy target will die due to the action |
MULTIPLIER_KILL_ENEMY_SUMMON | 1.10 | Target multiplier used when an enemy summon target will die due to the action |
MULTIPLIER_KILL_ALLY | 1.50 | Target multiplier used when an allied target will die due to the action |
MULTIPLIER_KILL_ALLY_SUMMON | 1.10 | Target multiplier used when an alied summon target will die due to the action |
MULTIPLIER_EXPLOSION_DISTANCE_MIN | 0.50 | Not used at the time of writing |
MULTIPLIER_SURFACE_STATUS_ON_MOVE | 0.75 | Multiplier used by scores that are caused by surfaces, but only if a character moves |
SURFACE_DAMAGE_MAX_TURNS | 2.00 | Maximum amount of turns Ai takes into account for damage caused by surfaces |
MULTIPLIER_STATUS_REMOVE | 1.00 | Multiplier used for the score caused by status removal |
MULTIPLIER_STATUS_FAILED | 0.50 | Multiplier used for the score that a status would have had if it would apply. This score is then added to the MinimumScore |
MULTIPLIER_STATUS_CANCEL_INVISIBILITY | 0.50 | Multiplier used when an action cancels the Invisibility status that the source character has. The score of the Invisibility status is calculated and multiplied with MULTIPLIER_STATUS_CANCEL_INVISIBILITY |
MULTIPLIER_STATUS_CANCEL_SLEEPING | 0.50 | Multiplier used when an action cancels the Sleeping status that the source character has. The score of the Sleeping status is calculated and multiplied with MULTIPLIER_STATUS_CANCEL_SLEEPING |
MULTIPLIER_STATUS_OVERWRITE | 0.50 | Multiplier used for the score that a status would have had if we don't overwrite it. This score is then added to the MinimumScore |
MULTIPLIER_LOSE_CONTROL | 1.00 | Multiplier used for consume statuses that make the target lose control |
MULTIPLIER_INCAPACITATE | 1.25 | Multiplier used for Incapacitated statuses |
MULTIPLIER_KNOCKDOWN | 1.75 | Multiplier used for Knockdown status |
MULTIPLIER_CHARMED | 2.50 | Multiplier used for Charmed status |
MULTIPLIER_FEAR | 1.00 | Multiplier used for the Fear status |
MULTIPLIER_BLIND | 0.80 | Multiplier used for the Blind status |
MULTIPLIER_INVISIBLE | 0.20 | Multiplier used for the Invisible status |
MULTIPLIER_MUTE | 0.80 | Multiplier used for the Mute status |
MULTIPLIER_SOURCE_MUTE | 4.00 | Multiplier used for the SourceMute status |
MULTIPLIER_SHACKLES_OF_PAIN | 0.50 | Multiplier used for the ShacklesOfPain status |
MULTIPLIER_HEAL_SHARING | 0.50 | Multiplier used for the HealSharing status |
MULTIPLIER_DECAYING_TOUCH | 0.75 | Multiplier used for the DecayingTouch status |
MULTIPLIER_DISARMED | 0.80 | Multiplier used for the Disarmed status |
MULTIPLIER_WINDWALKER | 0.50 | Multiplier used for the Windwalker status |
MULTIPLIER_GUARDIAN_ANGEL | 0.20 | Multiplier used for the GuardianAngel status |
MULTIPLIER_ACTIVE_DEFENSE | 1.00 | Multiplier used for the ActiveDefense status |
MULTIPLIER_SPARK | 0.40 | Multiplier used for the Spark status |
MULTIPLIER_DAMAGE_ON_MOVE | 10.00 | Multiplier used for the DamageOnMove status |
MULTIPLIER_DEATH_RESIST | 4.00 | Multiplier used for Consume statuses with IsResistingDeath property |
MULTIPLIER_RESURRECT | 4.00 | Multiplier used for the resurrect property in skills |
SKILL_JUMP_MINIMUM_DISTANCE | 8.00 | Minimum distance a character has to jump to use the skill |
SKILL_TELEPORT_MINIMUM_DISTANCE | 6.00 | Minimum distance an object has to be teleported to use the skill |
MULTIPLIER_ADD_ARMOR | 0.50 | Multiplier that's removed from the boost score if we're trying to add physical armor when it's already full |
MULTIPLIER_ADD_MAGIC_ARMOR | 0.50 | Multiplier that's removed from the boost score if we're trying to add magical armor when it's already full |
MULTIPLIER_REMOVE_ARMOR | 0.50 | Multiplier that's added to the boost score if we're completely removing physical armor |
MULTIPLIER_REMOVE_MAGIC_ARMOR | 0.50 | Multiplier that's added to the boost score if we're completely removing magical armor |
MULTIPLIER_SURFACE_REMOVE | 0.35 | Multiplier used for scores of surfaces that get removed |
MULTIPLIER_DESTROY_INTERESTING_ITEM | 0.50 | Multiplier added to the score when destroying an interesting item (e.g. an oil barrel) |
MULTIPLIER_CRITICAL | 1.00 | Used for critical boosts gained by statuses or potions |
MULTIPLIER_ACC_BOOST | 0.25 | Used for accuracy boosts gained by statuses or potions |
MULTIPLIER_DODGE_BOOST | 0.80 | Used for dodge boosts gained by statuses or potions |
MULTIPLIER_MOVEMENT_BOOST | 0.30 | Used for movement boosts gained by statuses or potions |
MULTIPLIER_RESISTANCE | 0.80 | Used for resistance boosts gained by statuses or potions |
MULTIPLIER_AP_RECOVERY | 1.20 | Used for ap recovery boosts gained by statuses or potions |
MULTIPLIER_AP_BOOST | 0.60 | Used for ap boosts gained by statuses or potions |
MULTIPLIER_AP_MAX | 0.10 | Used for ap max boosts gained by statuses or potions |
MULTIPLIER_AP_COSTBOOST | 2.00 | Used for ap cost boosts gained by statuses or potions |
MULTIPLIER_SOURCE_POINT | 0.75 | Used for sp boosts gained by statuses or potions |
MULTIPLIER_SP_COSTBOOST | 2.00 | Used for sp cost boosts gained by statuses or potions |
MULTIPLIER_MAIN_ATTRIB | 1.00 | Used for attribute boosts gained by statuses or potions, if that attribute is the highest attribute of the character |
MULTIPLIER_SECONDARY_ATTRIB | 0.50 | Used for attribute boosts gained by statuses or potions, if that attribute is not the highest attribute of the character |
MULTIPLIER_CONTACT_BOOST | 0.50 | Used for contact boosts gained by statuses or potions (freeze on contact, poison on contact, ...) |
MIN_TURNS_SCORE_EXISTING_STATUS | 1 | The minimum amount of turns used when calculating the score of an existing status (could be 0, but still exist) |
TURNS_REPLACEMENT_INFINITE | 5 | If anything is applied/removed with an infinite turn amount it is replaced with TURNS_REPLACEMENT_INFINITE |
MULTIPLIER_PUDDLE_RADIUS | 1.00 | Not used at the time of writing |
MULTIPLIER_COMBO_SCORE_INTERACTION | 0.90 | Multiplier used for possible surface interaction scores (we place water -> could be electrified) |
MULTIPLIER_COMBO_SCORE_POSITIONING | 0.00 | Same as MULTIPLIER_COMBO_SCORE_INTERACTION, but for calculating the PositionScore |
MULTIPLIER_POSITION_LEAVE | -1.00 | |
MULTIPLIER_GROUNDED | -0.05 | |
MULTIPLIER_DEFLECT_PROJECTILES | 0.20 | |
MULTIPLIER_SUMMON_PATH_INFLUENCES | 0.04 | |
BUFF_DIST_MAX | 30.0 | |
BUFF_DIST_MIN | 10.0 | |
MULTIPLIER_POS_SECONDARY_SURFACE | 0.25 | |
ENABLE_ACTIVE_DEFENSE_OFFENSIVE_USE | 0 | When != 0 Ai will use the ActiveDefense skill in an offensive way (e.g. just target it in the middle of a group of enemies) |
ENABLE_SAVING_ACTION_POINTS | 1 | When != 0 Ai will move less to save AP if it can't execute an attack anyways |
MULTIPLIER_SHIELD_BLOCK | 1.00 | |
MULTIPLIER_REFLECT_DAMAGE | 0.25 | Multiplier used for damage that's reflected due to retribution |