Help with enemy pattern

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S.Court

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Hello, I'm trying to make a system where depending of average enemies/actors speed, they can get an extra action during this turn, I evented it to make the actors gain a state with the flag of additional turns, but in enemies, I want to change the attack pattern a bit when they are able to do two attacks in same turn

For example: I have a enemy with three attacks: Regular attack, Crush Claw and Pluck

Under normal conditions, it does something like this (please note it's not an exact percent)

Turn 1 + 3*X
Attack 100%

Turn 2 + 3*X
Attack 33%, Crush Claw 33%, Pluck 33%

Turn 3 + 3*X
Attack 33%, Pluck 67%
That's hardly a problem to configure, the problem is when the enemy has the flag to being able to attack twice per turn. Under this state, I want to control the double turn the enemy has in a way like this

Turn 1 + 3*X
Attack 100% THEN Attack 33%, Crush Claw 66%

Turn 2 + 3*X
Attack 33%, Crush Claw 33%, Pluck 33% THEN Crush Claw 33%, Pluck 66%

Turn 3 + 3*X
Crush Claw 33%, Pluck 66% THEN Attack 33%, Crush Claw 33%, Pluck 33%
I find it quite complicated to make with regular battle conditions, is there a way to make this idea possible? Thank you
 
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Andar

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Simple

All three skills need the same attack rating, and the third one should be conditioned to only be valid under the condition of that state applied.

Because what you describe is the default behaviour of the attack patterns...
 

S.Court

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Simple

All three skills need the same attack rating, and the third one should be conditioned to only be valid under the condition of that state applied.

Because what you describe is the default behaviour of the attack patterns...
I think I'm not being clear enough, but eh, it's my fault, let me try it again

I have a state which lets actors and enemies act a second time, but I need some control with the attack pattern, I'll give another example, please not it's not necessarily exact percents

I have three attacks: Attack, Crush Claw and Pluck

Under normal conditions it's easy to configure

Turn 1 + 3*X
Attack 100%

Turn 2 + 3*X
Attack 33%, Crush Claw 33%, Pluck 33%

Turn 3 + 3*X
Attack 33%, Pluck 67%
But I want to make different when the enemy is able to attack twice per turn

Turn 1 + 3*X
Attack 100% THEN Attack 33%, Crush Claw 66%

Turn 2 + 3*X
Attack 33%, Crush Claw 33%, Pluck 33% THEN Crush Claw 33%, Pluck 66%

Turn 3 + 3*X
Crush Claw 33%, Pluck 66% THEN Attack 33%, Crush Claw 33%, Pluck 33%
Sure, I can put as you said, but that doesn't open that control about enemy pattern when it has certain state and is able to attack twice per turn, if I recall correctly, that'd just select the same actions in Turn a + b*X twice, and that's not what I'd like to see in my project (it'd be a bit dangerous for certain attacks)...
 

Andar

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By default, the attack pattern have nothing to do with the number of actions, they are to choose which skill to select in an action.
If a skill is conditioned to a state as I described above, that skill will only be part of the selection if the enemy has that state applied.

If all three skills have the same (highest) attack rating, then each of the first two will have 50% chance without the state because the conditioned skill can't be selected without the state, but each will have a 33% chance if the state is active and activates the third selection.

However it will depend on how you give the second action to the enemy if it works or not, because states will exist through the entire action selection by default, and you'll need a script or plugin to change that.
 

S.Court

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I was kinda able to solve it putting conditions in the troop's battle events, but now I have another trouble

How can I make the "Force action" command works right after the enemy executed its normal attack pattern? Under normal condition, the enemies execute their respective moves at the very end of the turn when all -actors and enemies- have made their action
 

Andar

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You can't, not without using scripts.
And if you were to use scripts, it would probably be easier to have one made especially for what you want than piecing it together from existing general scripts.
 

S.Court

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I see... Uhh would you please close this thread? If the only option to solve that is scripting, I'll publish it in this part of the forum, or I might publish another post here explaining exactly what I want to do with the idea to see if I'm missing another way to make what I want to do
 

Kes

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When you want a thread closing, the best thing to do is to Report your opening post and ask for it to be closed. Mods may not see an individual post but will see a Report.
[closed]IgnoreMe[/closed]
 
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