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dwonderley authored Dec 17, 2020
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Expand Up @@ -4,8 +4,7 @@ mookAI provides combat automation for low-utility NPCs.
The mook is a creature characterizied by their lack of ambition: they must be told where to go, what to do, and when to do it. This module automates those decisions, freeing you of managing their doomed efforts. In effect, this tool is primarily a time-saving device: it shifts the burden of attention, freeing the GM to spend more time playing the villian(s) without dominating combat activity. For example, the GM could use mookAI to take several NPC turns in just a few seconds while describing all of the mooks' actions as though they had happend simultaneously, as below.

![Move mooks quickly](https://media2.giphy.com/media/XC6wbezvTHa264E03K/giphy.gif)

I apologize for the gif quality. I'll find a better solution before the next update, but I don't think it's something to delay the release over.
![Now with multi-automation](https://imgur.com/a/XhPD0Ds)

## How does it work?
When a hotkey is pressed ('g', for [g]o), mookAI takes the turn for the active token in the turn order*. This process consists of the following steps:
Expand All @@ -31,7 +30,9 @@ When a hotkey is pressed ('g', for [g]o), mookAI takes the turn for the active t
* If accepted, the mook will automatically move along the projected path, attack, and end their turn
* mookAI will automatically use BetterRolls5e, if present

![Move respect vision](https://media2.giphy.com/media/ZhIknG0j4RlOa30Qsi/giphy.gif)
A different keybind, shift+g, moves all currently controlled tokens, regardless of their position in the combat tracker, or even if they are not in the combat tracker at all.

![Mooks respect vision](https://media2.giphy.com/media/ZhIknG0j4RlOa30Qsi/giphy.gif)

## Notes and future plans
Currently, only 5e is supported, but the core of mookAI is system-agnostic. Other systems can be implemented in a few hours by overriding the indicated methods in the MookModel class. MookModel5e demonstrates how this is done. Mainly, mookAI needs to be told where to find certain data (movement speed, attack range, actions per turn) and how to interpret it. I can't implement these models for every system, but I am more than happy to assist anyone who wants to adapt mookAI for the system they use.
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