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- Apr 3, 2016
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Hello all!
Lately I found myself in a bind, it can be really messy and complicated to make your improved AI ennemies attack multiple time per turn right? Well I found a pretty slick solution and wanted to share it!
So for this solution you will need :
Yanfly Instant Cast
Yanfly Passive State
NeMV - State Ressource (wich is incredible by the way)
And of course the Yanfly AI core!
So here is the trick first create a state (This will be our passive state)
Then create your badguy and his AI priority like normal and in the notetags add <Passive State: X>
where X is the boss turn state. So at this point if you save and fight the guy it should look like this.
(do not use the troop test, make a fight event in the game to test it)
Okay so you see your state icon with a 2 good job! Later that will mean that he has 2 BONUS move (which can be changed) for a total of 3 per turn, but for now it's only visual, let's make it work!
The real meat of it is in the skill themselves we'll add an eval to determine if there is still a bonus move disponible, if yes
the skill is instant if not the skill is not and end the turn.
Don't forget to change X to your state ID and copy that into the boss's skill notetags. The only drawback is that you need
to copy it to all of the bosse's skill but compared to complicated event usage in the middle of a battle my choice is made!
So this is it, the bosse can now use multiple skill per turn, unless a skill he use doesn't have that eval in which case the turn will end (maybe you don't want the boss to contiually pound you after his ultimate for exemple).
So now I will explain in more detail what we did, and a few cool tricks with it!
First for the state
If you change all the 2 in 3 then the boss effectively attack 4 times (unless he use a skill that end his turn)
By changing the value here you can also make him start a 4 attack for the first round but he only regenerate 1 or 2 per turns, see?
Other cool things include bump the max bonus to 4, and make him start at 2, then maybe below 50% hp he get serious and Wabaam he cast a skill that regenerate 4 bonus Att per turn. (yeah 4 is a bit broken, I mean think of the players!)
Next the eval!
And I think that's it, It's the first time I try to help my fellow maker in this way so I hope it helped if you have a problem with any of it working just tell me I will try to help. Wasn't sure if that was the right place to post it but I sure hope so!
NeMV State ressource can be hard to get in at first but I can tell you it's all worth it, my gameplay improved tenfold!
Thanks for reading and Happy Making!
Lately I found myself in a bind, it can be really messy and complicated to make your improved AI ennemies attack multiple time per turn right? Well I found a pretty slick solution and wanted to share it!
So for this solution you will need :
Yanfly Instant Cast
Yanfly Passive State
NeMV - State Ressource (wich is incredible by the way)
And of course the Yanfly AI core!
So here is the trick first create a state (This will be our passive state)
Place this in the note part of the State, and change X for your passive state ID.
<Resource 2, 2, Turn>
<Resource BattleStart: 2>
<Resource BattleEnd: 2>
<Custom Regenerate Effect>
target.adjustSR(X, +2)
</Custom Regenerate Effect>
<Resource 2, 2, Turn>
<Resource BattleStart: 2>
<Resource BattleEnd: 2>
<Custom Regenerate Effect>
target.adjustSR(X, +2)
</Custom Regenerate Effect>
where X is the boss turn state. So at this point if you save and fight the guy it should look like this.
(do not use the troop test, make a fight event in the game to test it)
Okay so you see your state icon with a 2 good job! Later that will mean that he has 2 BONUS move (which can be changed) for a total of 3 per turn, but for now it's only visual, let's make it work!
The real meat of it is in the skill themselves we'll add an eval to determine if there is still a bonus move disponible, if yes
the skill is instant if not the skill is not and end the turn.
<Instant Eval>
if(user.getSR(X)>=1) instant = true;
a.adjustSR(X, -1);
</Instant Eval>
if(user.getSR(X)>=1) instant = true;
a.adjustSR(X, -1);
</Instant Eval>
to copy it to all of the bosse's skill but compared to complicated event usage in the middle of a battle my choice is made!
So this is it, the bosse can now use multiple skill per turn, unless a skill he use doesn't have that eval in which case the turn will end (maybe you don't want the boss to contiually pound you after his ultimate for exemple).
So now I will explain in more detail what we did, and a few cool tricks with it!
First for the state
<Resource 2, 2, Turn>
Tell the game that this state is a ressource that start at 2, has a maximum of 2, and the name of it is Turn
<Resource BattleStart: 2>
Just to make sure that at the start it's maxed
<Resource BattleEnd: 2>
Just to make sure that at the end it's still maxed (probably not useful here but I see no reason not to include it)
<Custom Regenerate Effect>
target.adjustSR(127, +2)
</Custom Regenerate Effect>
With this even if he uses all it's bonus attack next turn it's back to 2.
Tell the game that this state is a ressource that start at 2, has a maximum of 2, and the name of it is Turn
<Resource BattleStart: 2>
Just to make sure that at the start it's maxed
<Resource BattleEnd: 2>
Just to make sure that at the end it's still maxed (probably not useful here but I see no reason not to include it)
<Custom Regenerate Effect>
target.adjustSR(127, +2)
</Custom Regenerate Effect>
With this even if he uses all it's bonus attack next turn it's back to 2.
If you change all the 2 in 3 then the boss effectively attack 4 times (unless he use a skill that end his turn)
By changing the value here you can also make him start a 4 attack for the first round but he only regenerate 1 or 2 per turns, see?
Other cool things include bump the max bonus to 4, and make him start at 2, then maybe below 50% hp he get serious and Wabaam he cast a skill that regenerate 4 bonus Att per turn. (yeah 4 is a bit broken, I mean think of the players!)
Next the eval!
<Instant Eval>
if(user.getSR(X)>=1) instant = true;
Basic "if" using the new NeMV tags! That is the condition to make it instant but you could add a secondary condition
like: if(user.getSR(X)>=1) && a.hp>=(a.mhp*0.5) instant = true; with this he need at least 1 bonus att AND more or equal to 50% of his HP. (so like the boss get weaker when enought damage is dealt)
a.adjustSR(X, -1);
This here it the - applied after any use of the skill (even if not instant, but don't worry it can't go into the negative unless you set it up that way. so maybe "Cataclysmique Meteor" cost 2 bonus use to cast instant? For this, change the 1 on the line before to 2 and the -1 to -2.
</Instant Eval>
if(user.getSR(X)>=1) instant = true;
Basic "if" using the new NeMV tags! That is the condition to make it instant but you could add a secondary condition
like: if(user.getSR(X)>=1) && a.hp>=(a.mhp*0.5) instant = true; with this he need at least 1 bonus att AND more or equal to 50% of his HP. (so like the boss get weaker when enought damage is dealt)
a.adjustSR(X, -1);
This here it the - applied after any use of the skill (even if not instant, but don't worry it can't go into the negative unless you set it up that way. so maybe "Cataclysmique Meteor" cost 2 bonus use to cast instant? For this, change the 1 on the line before to 2 and the -1 to -2.
</Instant Eval>
And I think that's it, It's the first time I try to help my fellow maker in this way so I hope it helped if you have a problem with any of it working just tell me I will try to help. Wasn't sure if that was the right place to post it but I sure hope so!
NeMV State ressource can be hard to get in at first but I can tell you it's all worth it, my gameplay improved tenfold!
Thanks for reading and Happy Making!
