...(...) is there a way to test if a unit is injured (not dead, just HP < MHP)?
$gameSystem.EventToUnit(9).hp === 450
$gameSystem.EventToUnit(9).hp < 450
$gameSystem.EventToUnit(9).hp === $gameSystem.EventToUnit(9).mhp
the code line:I know, but I don't know which plugin is converting this notetags. So I am looking for that responsible plugin and the line. I think there might be a problem, because only a snippet of the notetag was converted.
The other downside of meta is that it won't support multiple of the same tag. I guess the last one would be added and the rest would be missed.
makes sence. kind of obvious , we should have seen that earlier^@Dopan and @MisterFu
I think I found my mistake...well half my mistake how notetags work.
<aiTarget: (a.mpRate() >= 0.3) ? 50 : 0>
This was my formula and the culprit is the > before the =. Because the > closes the notetag, so everything after was cutted out. I changed it to
<aiTarget: (a.mpRate() <= 0.3) ? 0 : 50> and all works.
Learned something new :3
i dont have much EXP with the "DynamicAction"- Plugin myself..Hello, I need help concerning action sequence,
I want to ask which one is better,
DynamicAction or YEP Action Sequence?
*before I had problem concerning the counterattack is too fast that the moving animation is stopped in the middle of the screen because they follow the characters after the attack immediately
**solved it with adding wait 30 frames before the attack/counterattack skill
Is it possible to include several conditions in the AI?
Instead of just:
<aiTarget: 4 * a.atk - 2 * b.def>
(target the enemy that receives the highest damage if I understand correctly)
Pick the condition highest damage + enemy dies, so add 4 * a.atk - 2 * b.def > b.hp
@Diz89 Targets with a final aiTarget score of 0 or less won't be selected as targets. If a skill has no valid targets, it will be treated as unusuable, and the built-in AI will skip over it the same way it would if the skill had been sealed, or was otherwise unusable.
i cant say much on battle formulasI thought SRPG_AI was NOT deciding on skill selection, but on target selection.
In other words, a skill is picked at random or depending on the priorities you set in the monster skill page.
Once the skill IS actually picked, a target must be determined, and this is when SRPG_AI comes into play.
@Dopan correct me if I'm wrong...
look for any "options plugin" in the forum that does what you wantThanks.
I'm also trying to change the Options menu and remove a few things but I have no idea where exactly is the options plugin. I looked into the list and there doesn't seem to be any clear reference to options.
I have another question. What is the script line to launch the Equip menu of SRPG_core? (the one between "Item" and "Wait", second from bottom, in the menu)
These MenuCommands are made in the SRPG Core and they are not added in the yep plugin by default..Is there a way to put "Turn End" and "Autoturn" at the bottom of the list instead of at the top (in the main menu)? Or to disable them if a switch is ON?
I looked into YEP Main Menu but I couldn't find either command. Where are they?
Use SRPG_StatBasedCounter..Hmm, anything I could do so the counterattack is based on percentage or maybe buff skills/state?