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- May 5, 2020
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Hello!
I'm stumped and out of ideas. Wondering if anyone encountered this behavior before...
I'm using Yanfly AI Core to control battlers.
I've set the action speed this way, so to simulate battle phases:
* Guarding (+2000)
* Healing Skills (+1500)
* Buff / Debuff (+1000)
* Attack skills (+500)
* Base Attack (0)
The actors seem to follow the invocation speed, but some of the enemies simply ignore the invocation speed and can start attacking right at the beginning of the turn, before anyone guarding or casting.
I thought that there was perhaps a bug with the game, so I've removed the action speed value and added the notetag <speed: +xx> for each skill. That didn't fix it.
So I thought maybe it because I've turned ON the Dynamic Action, but turning that to FALSE did not work either.
I have cleaned up pretty much all of the Enemy's notebox, and they can still attack before anyone else, so I do not think it's something to do with the coding of my AI. I'll provide it here below just in case.
Any help, ideas or pointers would be appreciated.
I'm stumped and out of ideas. Wondering if anyone encountered this behavior before...
I'm using Yanfly AI Core to control battlers.
I've set the action speed this way, so to simulate battle phases:
* Guarding (+2000)
* Healing Skills (+1500)
* Buff / Debuff (+1000)
* Attack skills (+500)
* Base Attack (0)
The actors seem to follow the invocation speed, but some of the enemies simply ignore the invocation speed and can start attacking right at the beginning of the turn, before anyone guarding or casting.
I thought that there was perhaps a bug with the game, so I've removed the action speed value and added the notetag <speed: +xx> for each skill. That didn't fix it.
So I thought maybe it because I've turned ON the Dynamic Action, but turning that to FALSE did not work either.
I have cleaned up pretty much all of the Enemy's notebox, and they can still attack before anyone else, so I do not think it's something to do with the coding of my AI. I'll provide it here below just in case.
Any help, ideas or pointers would be appreciated.
Code:
<Sideview Battler: mh_yyrsh_warrior>
<Weapon Image: Axe2>
<Weapon Motion: swing>
<AOE Hitbox Width: 1>
<AOE Hitbox Height: 1>
<Default Row: 1>
// DROPS
<Conditional Health Potion Drop>
Variable 41 > 0: +20%
</Conditional Health Potion Drop>
<Conditional Energy Potion Drop>
Variable 42 > 0: +10%
</Conditional Energy Potion Drop>
<Conditional Rejuvenation Potion Drop>
Variable 43 > 0: +5%
</Conditional Rejuvenation Potion Drop>
<AI Consider Taunt>
<AI Priority>
// Throw everything at target under Marked for Death
State === Mark: Brutality, Highest MaxHP
State === Mark: Rage, Highest MaxHP
State === Mark: Attack, Highest MaxHP
// Potions
User HP% param <= 25%: Rejuvenation Potion, User
User HP% param <= 50%: Health Potion, User
User MP param < 5: Energy Potion, User
// Rejuvenation
User HP% param <= 40% +++ User MP param < 10: Rejuvenation Potion, User
// No more potion, guard to regain MP
User MP param < 5: Guard, User
// Buff
Random 40% +++ State !== Endure: Endure, User
// Random Attack
Random 50%: Brutality
Always: Rage
// Attack
Always: Brutality
Always: Rage
Always: Attack
</AI Priority>
