Enemies Act First

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Andar

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No need for a plugin


Turn order is based on (battler-agility plus skill-speed) with a little bit of random thrown in.


Just give those enemies an agility that is far higher than any actor agility and they will always attack first.
 

Another Fen

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I have to say the video confused me more than it made things clear... In the video it looks like the enemies were the only ones that can move at all during the first turn, while your description sounds like you just wanted the enemies to act first during the initial round.

One way or the other, you don't necessarily need a plugin for that. If you want specific battlers to act before the actual battle starts, you can make a battle event for turn 0, inflict all battlers with a 1-turn-stun effect and make only the selected enemies immune to it (so everyone else skips their first turn). :)
 

lolshtar

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I have to say the video confused me more than it made things clear... In the video it looks like the enemies were the only ones that can move at all during the first turn, while your description sounds like you just wanted the enemies to act first during the initial round.

One way or the other, you don't necessarily need a plugin for that. If you want specific battlers to act before the actual battle starts, you can make a battle event for turn 0, inflict all battlers with a 1-turn-stun effect and make only the selected enemies immune to it (so everyone else skips their first turn). :)
This won't work, l have other events like regeneration and the like on every turn.
 

whitesphere

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As Andar said, by far the easiest fix is to give your enemies far higher agility.  If your party's AGI ranges from 20 to 50 and the enemies range from 400 on up, your party will never act first.

If you mean only act first on the initial round, you could have their AGI be far higher, then at the end of the first round, apply a debuff state to the enemy's AGI to bring it in line with the party's AGI.

Or have a "Super Agility" state that lasts 1 turn, grant it to the enemies on start.  You get the idea. 
 

lolshtar

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As Andar said, by far the easiest fix is to give your enemies far higher agility.  If your party's AGI ranges from 20 to 50 and the enemies range from 400 on up, your party will never act first.

If you mean only act first on the initial round, you could have their AGI be far higher, then at the end of the first round, apply a debuff state to the enemy's AGI to bring it in line with the party's AGI.

Or have a "Super Agility" state that lasts 1 turn, grant it to the enemies on start.  You get the idea. 
That won't work, since my system make actors always play first.
 

Andar

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That won't work, since my system make actors always play first.
That should have been mentioned as first important info: if you use anything at all to change the regular turn behavior, then any solution needs to know how you did that.
Because otherwise, your selected solution to make the actor act first might take precedence over anything else.
 

Tsukihime

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What if you just had the enemy surprise you all the time? Enemies always act first when surprised.
 

Ghost of Christmas Kloe

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What if you just had the enemy surprise you all the time? Enemies always act first when surprised.
And the characters could be not very perceptive (story wise) so they always get surprised when someone attacks them? Maybe?
 

lolshtar

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God, it's not to be annoying but l know already what i'm looking for, can we skip the alternatives.

Thanks.
 

Tsukihime

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What exactly are you looking for? Your video is unclear, and your requirements are unclear. The fact that you have a custom system that forces actors to always act first means enemies simply cannot act first.


You need to re-evaluate whether that "actors always act first" system is necessary if you actually need enemies to be able to act first.
 
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lolshtar

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What exactly are you looking for? Your video is unclear, and your requirements are unclear. The fact that you have a custom system that forces actors to always act first means enemies simply cannot act first.

You need to re-evaluate whether that "actors always act first" system is necessary if you actually need enemies to be able to act first.
l really can't be anymore clear.

Actors are using abilities instantly which is why they act first. All l need is tagged enemies act before any action can be done on the first turn.
 
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Ghost of Christmas Kloe

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l really can't be anymore clear.

Actors are using abilities instantly which is why they act first. All l need is tagged enemies act before any action can be done on the first turn.
Well if you use yanfly base troops event and make an event which makes the enemy attack an actor as soon as the battle begins, would that work?
 

lolshtar

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Well if you use yanfly base troops event and make an event which makes the enemy attack an actor as soon as the battle begins, would that work?
That wouldnt do anything, l need specific enemies not enemies index
 

lolshtar

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Ok... well... I'm out of ideas on what to do then... er... anyone else know what Fish can do to accomplish this?
Theres nothing else,l carefully check everything before requesting a whole plugin, even though this is a really minor one.
 

Andar

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And as said before, this plugin request can't be solved until we know the plugin you're using to make the actors act first/instantly.


It's simply impossible to write a plugin that is compatible to that other method without knowing what other method that is.
 

Ghost of Christmas Kloe

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And as said before, this plugin request can't be solved until we know the plugin you're using to make the actors act first/instantly.

It's simply impossible to write a plugin that is compatible to that other method without knowing what other method that is.
Um... I'm confused, isnt this a request for  the plugin you're using to make the actors act first/instantly.  (He hasn't got it yet, since isnt that the request?)
 
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lolshtar

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And as said before, this plugin request can't be solved until we know the plugin you're using to make the actors act first/instantly.

It's simply impossible to write a plugin that is compatible to that other method without knowing what other method that is.
You don't need to know, as l said before, skills are changed not the actual battle system.

Please, stop posting here if you're not going to help.
 

Andar

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You don't need to know, as l said before, skills are changed not the actual battle system.


Please, stop posting here if you're not going to help.
No, you are wrong - I'm a programmer and contrary to you I know how programs work. You cannot change skills to "instant effect" without changing the structure of the battleflow, and that means that this WILL affect the way how the enemy attack timing works.
 
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