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- Jun 16, 2020
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I'd like to gauge opinions on how to set up complex, or relatively complex, enemy behaviours. I've excluded monster action patterns because they're too limited - except the turn one, that is actually good, it's a shame that apparently it's bugged.
Example behaviour: boss monster with 2-5 standard actions per turn (explained).
So, the behaviour of the boss monster should be:
1-use Dispel Ray on target & infict state
THEN
2-use bite on same target of dispel ray, if the state connects
OR
3-use spell 1 on random target NOT affected by dispel ray
4-use spell 1 on random target NOT affected by dispel ray
5-use spell 1 on random target NOT affected by dispel ray
EXTRA (5% chance every turn)
6-Use a random skill from a pre-determined skill pool
Option 1: Troop Eventing.
This one seems the easiest and perhaps the one with most control thanks to abuse of "force action". But on the other hand, how to deal with conditions that affect skill usage?
Option 2: Action Sequence.
This one seems potentially very promising, but some of the same issues of option 1 apply (how to deal with silencing states, for example, or any debuff-impediment). Also, it doesn't specify if using different skills is possible at all. Nor any chance to understand percentages.
Option 3: notetags.
I have little confidence on how this this could work, at least with just VS notetags. It could work with a mix of strategic cooldowns, but otherwise I am not sure.
What do you think?
Example behaviour: boss monster with 2-5 standard actions per turn (explained).
So, the behaviour of the boss monster should be:
1-use Dispel Ray on target & infict state
THEN
2-use bite on same target of dispel ray, if the state connects
OR
3-use spell 1 on random target NOT affected by dispel ray
4-use spell 1 on random target NOT affected by dispel ray
5-use spell 1 on random target NOT affected by dispel ray
EXTRA (5% chance every turn)
6-Use a random skill from a pre-determined skill pool
Option 1: Troop Eventing.
This one seems the easiest and perhaps the one with most control thanks to abuse of "force action". But on the other hand, how to deal with conditions that affect skill usage?
Option 2: Action Sequence.
This one seems potentially very promising, but some of the same issues of option 1 apply (how to deal with silencing states, for example, or any debuff-impediment). Also, it doesn't specify if using different skills is possible at all. Nor any chance to understand percentages.
Option 3: notetags.
I have little confidence on how this this could work, at least with just VS notetags. It could work with a mix of strategic cooldowns, but otherwise I am not sure.
What do you think?