For squirts and giggles I'll also detail -some- of the AI.
The enemies have a 'general' AI that moves them all, they don't act on their own. First, it calculates out all of the enemies possible moves, in the order of there action, which is based on speed. It assumes the almost-best-case scenario, so it assumes that all attacks will hit and deal max (but not critical) DMG. It looks for the 'best' option depending on what state it is in. States include, but aren't limited to: Normal, where it just attempts to deal DMG to the player, but conserves special skill power and MP, something in the order of a 10% chance of special skills. Enraged, where it attacks to deal the most DMG picking the most powerful attacks no matter how wasteful it is, Cripple, which favors status effects. Magic Happy, which favors magic attack. Scared, which it defaults to if all or most of its units are heavily damaged, this is a run-away state. Heal up, which it goes to if a unit is heavily damaged, this only effects units with healing spells. Last ditch, is the state after Scared, in which the AI goes into an Entraged like mode that favors healing spells for mages with them, also healing items yada yada.
These states are determined through a set of ifs, basic state-based AI.
I'm not going to go into how it picks where to attack, but understand, I did think through that as well. It is a very long-winded topic.
(to check the future, it just 'asks' the AI and then doesn't impliment it to the player, grabs the values and re-runs however many times and then uses the data to build the future-projection.)
The enemies have a 'general' AI that moves them all, they don't act on their own. First, it calculates out all of the enemies possible moves, in the order of there action, which is based on speed. It assumes the almost-best-case scenario, so it assumes that all attacks will hit and deal max (but not critical) DMG. It looks for the 'best' option depending on what state it is in. States include, but aren't limited to: Normal, where it just attempts to deal DMG to the player, but conserves special skill power and MP, something in the order of a 10% chance of special skills. Enraged, where it attacks to deal the most DMG picking the most powerful attacks no matter how wasteful it is, Cripple, which favors status effects. Magic Happy, which favors magic attack. Scared, which it defaults to if all or most of its units are heavily damaged, this is a run-away state. Heal up, which it goes to if a unit is heavily damaged, this only effects units with healing spells. Last ditch, is the state after Scared, in which the AI goes into an Entraged like mode that favors healing spells for mages with them, also healing items yada yada.
These states are determined through a set of ifs, basic state-based AI.
I'm not going to go into how it picks where to attack, but understand, I did think through that as well. It is a very long-winded topic.
(to check the future, it just 'asks' the AI and then doesn't impliment it to the player, grabs the values and re-runs however many times and then uses the data to build the future-projection.)