Does enemy index or placement determine who gets a buff?

CWells

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I was testing my Strong Barrier skill in a two party dummy troop. My skill is set to One Ally.

Now I gave this skill to both enemies in the troop. They were named Test A and B. Now, i did two tests and over twenty times, when the buff was applied, the character on the right was the one that received the buff. Always. It not once happened that the character with this skill could apply to both itself and the other. Both members in the troop focused only on the one standing on the right.

I did this test because I wanted a support enemy to cast buffs both on himself and the minion it summons. But after noticing it would only cast on itself despite the skill being set to 1 ally, I did this test.

Is there a better way to do this?
 

CWells

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There is something odd with the target scope for one ally regarding strong barrier. The last person placed in the troop is the only person that is being give the barrier, regardless of who has the skill. If I have 3 enemies in an index, the one in index 3 will always be given the barrier. Shouldn't the one ally scope be focusing on all allies one at a time at random? Why is it only the last enemy placed in a troop being given attention?

I am using A target scope script by Tsukihime but have not added anything to this skill directly for it to be functioning as it does...

The enemy should at random place the barrier on any one character in the troop, not just the one with the highest index...
 
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orochii

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What exactly does the targetting script? Can you give a link to it, to check it out? If not, maybe Tsukihime will watch this thread and help you. Because in a vanilla game none of this happens (or so I think, never have seen any problem with one-ally targetting).

Or maybe you're the one in 6 billions that gets a same random result in like 20 attempts!

Orochii Zouveleki
 

CWells

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What exactly does the targetting script? Can you give a link to it, to check it out? If not, maybe Tsukihime will watch this thread and help you. Because in a vanilla game none of this happens (or so I think, never have seen any problem with one-ally targetting).

Or maybe you're the one in 6 billions that gets a same random result in like 20 attempts!

Orochii Zouveleki
You can see it here. It's pretty good:

https://www.dropbox.com/sh/sz6mpw5n2d6zxi2/nbvPoq2FBQ/RMVXA%20Scripts/Scope_Manager.txt
 

CWells

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Alright I have completely ruled out it being any scripts that were causing this issue. I have opened up a new project, copied the skill and still have the same issue. It is probably just a limitation of targeting in the engine itself.

No matter how I tested this skill the result was the same. The last person placed in the troop was the one to receive the buff from Strong Barrier.

And just a reminder for my setup for Strong barrier:

Scope:

One ally

Has been tested on a fresh project with no scripts and no troop conditions/events

Unless there is a special scope that helps expand who the target can be, that is how it will work.

If there was some sort of scope for: all allies including self, but for single target spells, then strong single buff spells would work fine for enemy troops. Otherwise for anyone starting a game, advice I can give? Put in your supporter enemy first and leave the one who is  supposed to receive the buffs last in the troop. This way you at least get the most important of the troop members receiving what they should.
 

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