Is there a skill cooldown pluguin effective on enemies?

venomom

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I 've tried the pluguin YEP_X_Skillcooldowns(below YEP_skillcore), but it seems that it only has an effect on actors.Anyone knows if I made something wrong or if there's another similar pluguin effective on enemies?
 

Kes

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It's for actors.
Could you explain a bit more why you want to give enemies a specific cooldown? The reason I ask is that you determine their attack patterns, so if you don't want them to use UltimateAnnihilation again for 4 turns, then that is how you set it. So I'm unclear why you need a plugin on top of that.
 

venomom

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It's for actors.
Could you explain a bit more why you want to give enemies a specific cooldown? The reason I ask is that you determine their attack patterns, so if you don't want them to use UltimateAnnihilation again for 4 turns, then that is how you set it. So I'm unclear why you need a plugin on top of that.
Thanks for reply, I 've thought about it, though, I was just wondering if I could make the skills casted randomly(and then have a cooldown) rather than casted in certain turns. Well...since it' s a minutia , it doesn't matter if there's really not a way:rswt
 

bgillisp

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Huh...in ACE the cooldown also works on enemies. I use it to prevent an enemy from using a certain powerful skill 2x on the same turn if they can go twice. Are you sure it isn't working with the MV one? How have you tested it?
 

Andar

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The easiest way to handle random skill cooldown on enemy patterns is to use Staates that are set to vanish after given number of turns and use them to condition skills in the patterns.
However, if you do that you need to inverse your logic and program the pattern accordingly.

That requires a minimum knowledge about logic sequences to design.
 

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