mkrudesign

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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

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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

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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!
 

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