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However, from the notetags you are using default attack isn't being replaced, like it is with a plugin like Yanfly's Weapon Unleash. & skills 1 & 2 effectively can't be removed without rather invasive scripting to my knowledge.
Additionally 5 is the default priority, so by setting it at 5 you aren't giving the program a reason to assign preeminence to Bite.
Personally most of my enemies have their own unique attack skills, based on types, which I use via Yanfly's Weapon Unleash, to apply notetags to the enemy types.
I.e. snakes have their particular bite, scorpions & wasps sting, bears claw, demi human attack styles are based on weapons used, human enemies the same.
I don't see anything in the notetags you are using that would replace the skill name & icon, with those you have assigned to bite.
So I would either use Yanfly's Weapon Unleash in concert with Yanfly's Side View; or if you don't want to use plugins boost the priority of bite well above 5, & set the priority of attack at well below 5.
However, I found this creative little plugin by DoubleX: https://rpgmaker.net/scripts/651/ (raw: https://pastebin.com/raw/LX7qJ74P). Quickly tested and it seems to be compatible with BEC, too! ^_^
There are no plugin parameters so you don't need to name it anything in particular. What it does is make confused battlers (i.e. ones affected by a state with Attack Ally, Attack Enemy, or Attack Any restriction) use something more similar to autobattle: the skill is selected from their known skills with the targetting inverted (so heal casts on enemies, attack targets allies, etc). Basically, just add a notetag like this to your "bloodlust" state:
[Edits for clarification.]
(shrugs) No worries.
I discovered how priority essentially overrides everything, when I was experimenting with essentially "grappling chain" skills.
I.e. skills where the enemy would apply one skill to inflict a state like "grap" or "constrict", followed by a more powerful attack if the state hadn't been removed on the next turn. Think like a snake grabbing prey, followed by biting down on the immobilized animal.
The enemy wouldn't use the more powerful "grapple followup" reliably until I boosted the priority more than two points above everything else.
I am fairly certain that conditionals simply control whether it's included in pool, but nothing else in the programs eval. So even if the conditionals are met, if they are the same priority level as the baseline attack skill, they will still be routinely ignored in favor of baseline attacks, as well as anything else that has the same priority or higher.
Simply put, if you want to ensure that a skill is activated when the conditionals are met, the priority must be at least two points higher than all other potential skills in the pool.
The default enemy AI is kinda explained in the help file, but since it doesn't seem to be well understood in general I'll attempt an explanation here. (The basic principles have hardly changed at all since RM2000 as far as I know.)
- First it checks which of the enemy's skills they can currently use.
- Next, it goes through the usable skills and filters out the ones whose conditions are not met.
- Then it finds the maximum priority value from those that remain: skills with this priority value get three "weight", decreasing by 1 per priority point less than the max to a minimum of zero.
- Then it randomly picks a skill based on these weights: a skill with 3 weight is 1.5x as likely to be picked as one with 2 weight; 2 weight is 2x as likely to be picked as 1 weight; 0 weight means it gets ignored. It's all just ratios...if it helps, you can think of weight as being how many copies of a skill are in the list. ^_^
Worked example for clarity: imagine an enemy has these actions...- If the enemy has 100% MP, max priority available is 7, so anything with 7 - 3 = 4 priority or less is not available for use. Assuming HP < 50%, the action list is reduced to Death-Ray (3 weight) and Defend (2 weight), giving a 3/5 chance (60%) to use Death-Ray, and 40% chance for Defend. If Defend's condition is not met, Death-Ray will be picked 100% of the time.
- If the enemy's MP and HP are both under 50%, the highest priority available is 6. The action list becomes Defend (weight 3) or Attack (weight 1), so in this case Defend will be used 75% of the time.
- If HP > 50% and MP < 100%: max priority is 3, weighted skill list is Attack (3), Escape (2), Escape (1) => Attack 50% of the time.
As mentioned, it has its limitations, but you can do some reasonably interesting stuff with it if you're careful. =)I suspected that was how the program was running the math, because the only time I could consistently get the enemy to chain skills in the order I wanted, was to put the next "link" three above all other potential skills.
Short of a workaround like forcing a follow-up skill through a common event, I think you'd need a plugin to get a skill to actually target both living and dead members of a group. Maybe Yanfly's Target Core? Not sure whether this notetag will work:
Apparantly if i just put my common event "Mutation" in the Toxic Spill skill then if the enemies do mutate, their turn order display icon won't update until I attack one of the mutants. (It must do some auto refresh enemy data thing I guess.) But if I put the command to run the same common event on a troop event page ( With conditions to activate page of course) the turn order icons update immediately.
Just something to do with plugin setups I guess, but I'm passing on this little info nugget in case someone else is using turn order display plugin and has a similar problem when using any kind of "enemy swap."
To make the animation work on everyone dead and alive both, I had to do some creative eventing. I may be able to find the correct plugin/script call that works with my setup in the future, but this works smooth enough for now.
Thanks for helping me work through these issues. I think the Toxic Waste Barrel is finally up and running again! Mwah Hah Hah!