Marionette is a game where you build an AI to battle.
4 vs 4 batlle game in which "Latency", unique to each Character, decides whose turn it is.
When two Characters have the same Latency, they move simultaneously.
Defeat the Enemy King, or defeat six Enemies total.
There are five types of Behaviors for any Character:
Does not move. It will recover "Stamina", one of the most important factors in this game, by 2.
＊Approach, Escape from
Recovers Stamina by 1.
Proceed to the Target and, if within 1 block, attacks. Consumes 1 Stamina.
Approaches the Target and uses a skill unique to each Character. Consumes 1 Stamina.
With any Behavior, you will only be able to move up to 2 blocks.
＊King: Attack L
Attacks a Target within 3 blocks. Damage given is 10 less then the ATK.
Heals the HP of a Target within 2 blocks by 50. You cannot Heal the King.
＊Knight: Power Charge
Doubles the damage given by a Target within 1 block for the next attack.
It will last for as many times as it is cast.
＊Bishop: Attack L
Same as King.
＊Pawn: Defence Charge
Halves the next damge taken.
＊Rook: Attack XL
Attacks a Target within 5 blocks. Gives 13-point damage.
When the Stamina goes down to 1, all of "ATK, Heal power, moving range, updated Latency" will be halved.
Try to use "Standby" to recover Stamina before it reaches 1.
All Characters move according to the Build.
This game is all about building AI, so once you understand this part, you will be playing in full.
Behavior of the Characters will be decided in Plan. All Characters use the "Original Plan" at first.
You may also use other Plans depending on the situation.
In a Plan, you will choose the Target, Behavior, and Priority. The upper rows have higher priority.
In the picture above for example, if there are Enemies close by, it will Attack them;
if not, it will try to recover an Ally or move to the Red site.
In here, you will choose when and where you want to change your plan to. When the conditions match, it will transition to the specified Plan.
Characters will first look at the Transition Settings before choosing the Behavior within a Plan.