RMMZ Making enemies use a different skill when confused?

jkweath

Goes Fast
Veteran
Joined
Sep 21, 2016
Messages
354
Reaction score
542
First Language
English
Primarily Uses
RMMV
I'm sure a few people have run into this issue before...

So in my game, which uses action sequences, enemies use an alternate 'attack' skill instead of the default attack skill (which is skill #1 in the database). This works fine until an enemy is given the 'Confuse' state, which causes the enemy's basic attack to default back to skill #1.

Is there a simple way to set it up so that, when an enemy is confused, it'll use a different skill instead of the default attack skill? I have some Javascript experience, so I figured the change could probably be made in this block of code:

Code:
Game_Action.prototype.setConfusion = function() {
    this.setAttack();
};
Perhaps a simple 'if' statement ('if' subject is enemy, use x skill, else setattack?)

Thanks for your help.
 

jkweath

Goes Fast
Veteran
Joined
Sep 21, 2016
Messages
354
Reaction score
542
First Language
English
Primarily Uses
RMMV
Bump. I'm still trying to figure this one out...
 

zzmmorgan

I've used punchcards
Veteran
Joined
Jul 10, 2020
Messages
112
Reaction score
176
First Language
English
Primarily Uses
RMMV
I took the easy way out - I have a couple of necromancers that I wanted to use ONLY magic attacks so I ended up giving them resistance to confusion........

But I certainly wouldn't mind seeing a way to set a different attack for that status.
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
791
Reaction score
346
First Language
English
Primarily Uses
N/A
What I'm working on is an array of skills that can only be used if the battler is confused.
With a notetag like:

<conAttacks: x, y, z...>

Each will have an equal chance of occurring.

I plan to have enemies and actors have this.
 

jkweath

Goes Fast
Veteran
Joined
Sep 21, 2016
Messages
354
Reaction score
542
First Language
English
Primarily Uses
RMMV
What I'm working on is an array of skills that can only be used if the battler is confused.
With a notetag like:

<conAttacks: x, y, z...>

Each will have an equal chance of occurring.

I plan to have enemies and actors have this.
Oh, that sounds really neat! Can't wait to see it :ptea:
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
791
Reaction score
346
First Language
English
Primarily Uses
N/A
All done!

Please check out my plugin found HERE.
 

zzmmorgan

I've used punchcards
Veteran
Joined
Jul 10, 2020
Messages
112
Reaction score
176
First Language
English
Primarily Uses
RMMV
I was thinking of trying to do projects in MZ without plugins but sometimes it's easier with them.......
And I see you have your dual wield over into MZ.......
 

Maliki79

Veteran
Veteran
Joined
Mar 13, 2012
Messages
791
Reaction score
346
First Language
English
Primarily Uses
N/A
If you can do it yourself, feel free to, but if it was already done and you are fine with the work, why reinvent the wheel?

And yup!
Feel free to use any of my plugins.
Note that a good number of my MV plugins work fine on MZ.
Feel free to ask if you need assistance.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

um... why didn't anyone tell how easy it is to add motions to Sideview battlers? I literally copied the last one, changed the name and index, said where it should play, and boom... I've got intro motions.
Lately when I listen to 1970s songs, I always think that the "real world" is still at mid 70s. What we experience now is a futuristic dream. With this point of view, even 80s and 90s looks super futuristic. :D

The GIF of this seemed too cool to bury in replies. :LZSwink:
You may have slept with my aunt... but, given the circumstances, cheers.

- Professor Ian Duncan, 2013

Forum statistics

Threads
105,534
Messages
1,014,452
Members
137,217
Latest member
davidtech
Top