This is a brief explanation of the Artificial Intelligence (AI) and how they work in Baldi’s Basics Classic Remastered (BBCR).
Baldi’s AI
State 1: Wander Baldi designates a nearby location as a target and proceeds towards it. This behavior persists until either Chase Mode or Follow Mode is activated.
State 2: Follow When a sound is detected, this state is triggered. Baldi swiftly moves towards the source of the sound, opting for the most direct route. Certain sounds take precedence over others. If Baldi reaches the sound but fails to locate the player, he reverts to Wander Mode. Sin embargo, if the player is found, he transitions to Chase Mode.
State 3: Chase Baldi enters this state upon visually detecting the player. He pursues the player relentlessly until they are no longer in sight. If the player retreats to a corner, Baldi will investigate by maneuvering around the corner. The only means of exiting this state is if Baldi loses sight of the player or is unable to locate them.
Sound Priorities As previously mentioned in State 2, Baldi assigns different priorities to various sounds. Each sound is deemed more important than others. The following is a list of sounds in descending order of priority:
- Detention – When the player is sent to detention.
- Despertador – When the player activates the alarm clock.
- Exit Reached – When the player reaches an exit.
- Bad Math – When the player answers a question incorrectly on a notebook.
- puertas – When the player opens a door. (Nota: The audio recording titled «Baldi’s Least Favorite Tape» renders Baldi unable to hear any sounds, resulting in his resumption of Wander Mode until the tape concludes.)
In the event of incorrect answers, Baldi’s slapping intervals gradually decrease, allowing him to cover more ground in less time. Should the player incorrectly answer an impossible question, Baldi’s Anger Level increases, leading to a change in his slap interval by -0.405 artículos de segunda clase. Any other incorrect answers result in an escalation of Baldi’s Temporary Anger Level. Temporary Anger is not a permanent state and diminishes by approximately 0.2 seconds per second. The first wrong answer decreases Baldi’s slap speed by 0.135 artículos de segunda clase, while the second one reduces it by 0.27 artículos de segunda clase.
Playtime’s AI
State 1: Roam mode During this state, Playtime moves in random directions until another state is triggered.
State 2: Chase mode Chase mode ensues when Playtime notices the player and the cooldown period has elapsed. Playtime pursues the player until one of the following conditions arises:
- The player is sent to detention (or another form of teleportation).
- The player turns a corner unnoticed by Playtime (attributed to poor eyesight).
- The player is caught by Baldi, resulting in the end of the game.
- Playtime successfully captures the player, transitioning to play mode.
State 3: Play mode Play mode is activated when Playtime catches the player, and the player is compelled to jump over Playtime’s rope five times without error. The player is momentarily stunned during this activity. Failing to execute the jumps correctly necessitates restarting. Four occurrences can terminate play mode:
- The player is pushed by First Prize or Gotta Sweep.
- The player is teleported to a different location (such as the detention area).
- Baldi successfully captures the player, terminating the game.
- The player jumps far enough away from Playtime (limited movement during each jump).
Principal’s AI
State 1: Wander The Principal aimlessly wanders throughout the school, inspecting rooms in search of either the Bully or the player. Once the player is found, the Principal evaluates if any rules are being violated. If a rule infraction is identified, Charge Mode is triggered. Colliding with the Bully causes it to disappear.
State 2: Chase This state is activated when the Principal catches the player engaging in a rule violation. The Principal relentlessly pursues the player until capture. If apprehended, the player is sent to detention.
Bully’s AI
The Bully’s AI is uncomplicated, rendering the need for distinct states unnecessary. Aproximadamente 90 seconds after the player answers the first question incorrectly, the Bully materializes in a random hallway, obstructing the player’s path. To pass by the Bully, the player must offer a random item by colliding with it or make the Principal observe the interaction and request an item. After disappearing, the Bully reappears approximately 90 segundos después. Other characters cannot see through the Bully, enabling its use to impede Baldi’s visual detection of the player.
Gotta Sweeps’ AI
State 1: Disabled after the player answers the first question incorrectly, Gotta Sweep enters this state. Following a period of 120 a 180 artículos de segunda clase, it transitions to Enabled Mode.
State 2: Enabled upon reaching Enabled Mode after approximately 120 a 180 artículos de segunda clase, Gotta Sweep moves at high speeds, traversing the school while forcefully displacing objects and characters encountered. The only means of evading Gotta Sweep is by utilizing the Big Ol’ Botas.
Arts and Crafts’ AI
State 1: Bajo 7 Notebooks If specific areas on the map are entered, Arts and Crafts may materialize. In this state, it flees from the player before eventually vanishing.
State 2: En 7 Notebooks Similar to State 1, Arts and Crafts engages in the same behavior but remains stationary. Prolonged direct observation prompts teleportation of the player near Baldi. Después de este evento, the player will not encounter Arts and Crafts again.
Eso es todo lo que estamos compartiendo hoy para este Baldi's Basics Clásico Remasterizado guía. Esta guía fue originalmente creada y escrita por NulliumGd. En caso de que no actualicemos esta guía, puede encontrar la última actualización siguiendo este enlace.