Timerox

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Hello, I want to make an enemy wizard that needs to chant before casting a spell. I want the chant to apply a state of chanting that makes that wizard take more damage/more vulnerable, but they can then cast a spell the next turn, then they lose the status effect. I'm using Yanfly's AI battlecore, and I had it setup as:

State === State 50 (Chanting) +++ Troop Alive Members === 2 +++ State !== State 52 (Rage) +++ Random 30%: Skill 106 (Rage spell)

BUT I realized that for attack spells, the State === State 50 (Chanting) won't work since it checks the target of the skill for that status effect, not the wizard casting that skill. Is their a way I can set it up the way I want to? Also the () in my example is just to provide more info, it's not how I have it normally set up.


Action order
Turn 1
-Start chanting (Gained chanting status effect)
Turn 2
-Cast a spell out of the couple spells they know depending on the situation (Lose chanting status effect after casting)
 

Andar

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why use the AI plugin at all? That is one basic function of the regular attack patterns in the database.

Simply make the chanting skills conditioned to the state there and give them a higher rate to make sure the other skills are inactive
 

Timerox

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why use the AI plugin at all? That is one basic function of the regular attack patterns in the database.

Simply make the chanting skills conditioned to the state there and give them a higher rate to make sure the other skills are inactive
The issue with that is that each spell is used for different scenarios. For example, a quick step teleport behind allies if it's too close. (Using yanfly's rows) or if there are more than 2 allies, it'll use a different spell to buff allies or themselves if they're alone. The conditions make it more interesting than random picking.
 

ATT_Turan

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Andar's suggestion is still easier in this case than the AI Core, I think.

You can use the AI conditions to determine what chanting you start, but then just make each of those chanting spells be a different state that triggers the normal skill conditions.

Give it a try, if it doesn't work for you we'll see what we can do.
 

Timerox

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Andar's suggestion is still easier in this case than the AI Core, I think.

You can use the AI conditions to determine what chanting you start, but then just make each of those chanting spells be a different state that triggers the normal skill conditions.

Give it a try, if it doesn't work for you we'll see what we can do.
I'll try that out. It alters how it would play a bit as the chanting could branch out into different spells depending on the situation, but this method restricts it to decide a turn before. BUT, this could also add a layer of strategy as I could put indicators in each variation of chant, or the player could figure out what spell they'd cast beforehand based on what they know. And it does make more sense for each spell to have their own chant if I were to go more in depth, I'll see if it works.
 

ATT_Turan

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I'll try that out. It alters how it would play a bit as the chanting could branch out into different spells depending on the situation, but this method restricts it to decide a turn before.
Sorry, I assumed that's what you wanted. Traditionally, one must decide what spell they intend to cast before they start chanting its incantation, right?

If the chant doesn't have anything to do with the skill being used, then it also has nothing to do with the Battle A.I. conditions.

Just plop a chant state on that seals any non-spell skills (so they can't choose to Attack, for example) then have the conditions for the viable spells as normal. No reason to reference the chant state at all.
 

Andar

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chanting could branch out into different spells
you can have the same state as the condition for multiple skills.

It is even possible to program a pure evented AI where the enemies get different states to control different behaviour - but unfortunately I was never able to finish the tutorial that would describe how to event an AI for enemies, and it is a bit too complex to simply describe.
 

Timerox

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Sorry, I assumed that's what you wanted. Traditionally, one must decide what spell they intend to cast before they start chanting its incantation, right?

If the chant doesn't have anything to do with the skill being used, then it also has nothing to do with the Battle A.I. conditions.

Just plop a chant state on that seals any non-spell skills (so they can't choose to Attack, for example) then have the conditions for the viable spells as normal. No reason to reference the chant state at all.
I went with your first suggestion, it took more work than anything I've done for monster skills and ai, but I think the end result is really cool. I plan to make each chant have a passive animation that shows what spell it would cast, so the player can tell what it is without knowing what the goblin is saying in the chant. Thank you for the idea!
 

Timerox

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you can have the same state as the condition for multiple skills.

It is even possible to program a pure evented AI where the enemies get different states to control different behaviour - but unfortunately I was never able to finish the tutorial that would describe how to event an AI for enemies, and it is a bit too complex to simply describe.
I might mess with that when I work on more complicated wizard enemies, thank you for the assistance!
 

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