mkrudesign

Veteran
Veteran
Joined
Jun 11, 2019
Messages
44
Reaction score
4
First Language
English
Primarily Uses
RMMV
I'm trying to create a skill for a tanky party member which would cause the enemy to only attack them. If anyone is familiar with the "Follow Me" attack in Pokemon, that's the sort of idea I'm going with. Anyone have any ideas on how to set this up in the MV engine?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
38,504
Reaction score
10,922
First Language
German
Primarily Uses
RMMV
Usually this is done with the target rate and states - increasing it to max for one actor and reducee it for everyone else will cause all enemies to target only that actor.

But that is an all enemies effect, and it sounds as if you want it only for one enemy?
 

caseorogue

Veteran
Veteran
Joined
Feb 21, 2022
Messages
50
Reaction score
29
First Language
English
Primarily Uses
RMMV
I'm trying to create a skill for a tanky party member which would cause the enemy to only attack them. If anyone is familiar with the "Follow Me" attack in Pokemon, that's the sort of idea I'm going with. Anyone have any ideas on how to set this up in the MV engine?
As Andar mentioned above, it depends on the implementation you're looking for. If you want an ability that lets your tanky party member draw the attacks from all enemies on the field, you'll want their taunt ability to apply a state to themselves that increases their "target rate" parameter, which influences the rate at which the given unit is selected by the enemy AI for attacks.

However, if you're looking for a more selective implementation in which the tanky character draws the attention of only one enemy at a time, you will likely need to use plugins. For this particular task, you would probably use some combination of the following:

Yanfly's Taunt plugin lets you get around the vagueness of the "target rate" parameter by forcing enemies to only target units with a taunt state when such a state is active. You can also choose to give enemies taunt immunity, exempting them from this restriction.

Yanfly's Target Core plugin allows you to control how abilities are permitted to be targeted; in this case you could create a special case in enemy skills that forces them to target units with the taunt state if such a state is active.

Lastly, Yanfly's Battle A.I. Core gives you considerably greater fine-tuning when managing enemy attack and behavior patterns, which would let you create more precisely-controlled taunt mechanisms.

If you decide to go this route, I definitely recommend checking out the "tips & tricks" sections listed at the bottom of each of these plugins' help pages, as many of them give examples of how to do things in the vein of what you're asking about.

Best of luck!
 

Latest Threads

Latest Profile Posts

Here's some more weapon icons for the Wastes I've finished recently. Some are mine, some are icons that @Ninjakillzu originally made (the AK variants, the Thompson, the Glock, the M16 variants), but edited by me with permission.
1686428693206.png1686428742838.png
Still working on balance issues for my almost-out Cube Trail demo... Boss balance is no joke.
Did i create a damage calculation for consecutive skill use per actor that I may not even use? Yes. Do I have regrets spending so long on it? Also yes.
YES!!! After hours of work I finally managed to find the perfect balance in combat.
Ok. I am seriously going to make efforts to stop double-posting because I got suspended for two days because of doing it too much. Lmao; am I the only one who got a suspension for this? Probably not, but I'd still like to know LOL.

Forum statistics

Threads
131,777
Messages
1,223,285
Members
173,553
Latest member
Coraz0n
Top