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- Mar 15, 2012
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The priority AI (aka notetag AI) takes priority over any aggro and enmity settings. More or less, it's just the AI doing what it's told to assuming it's supposed to be smarter and above the rest of the generic mobs that follow aggro. As far as targeting highest Enmity, unless whoever made the plugin for Enmity made an option to select the highest value in a compatibility patch for the Battle AI, it won't target anything specific.i'm trying to make the emnity plugin from Liquid work with the AI commands, any help? it's not working... doesn't seem to follow at enmity at all..
<AI Level: 100>
<AI Priority>
State !== Fear: Ignite, Lowest Enmity
HP % param <= 20%: Heal, Lowest HP%
State === Burn: Fire Pillar, Lowest HP%
Always: Ignite, Highest Enmity
</AI Priority>
Even tried a simple one a test monster,
<AI Level: 100>
<AI Priority>
Always: Attack, Highest Enmity
</AI Priority>
even tried without using enmity and it doesn't seem to follow...
<AI Level: 100>
<AI Priority>
State !== Fear: SKILL 15, Lowest HP%
HP % param <= 20%: SKILL 8, Lowest HP%
State === Burn: SKILL 9, Lowest HP%
Always: SKILL 15, Lowest HP%
</AI Priority>
<AI Level: 100>
<AI Priority>
Always: SKILL 1, Lowest HP%
</AI Priority>
Enmity and aggro plugins should still retain their effect when actions are decided by those made within the default editor's action list, however.
I have a quick question for the ATB plugin that I couldn't find an answer for. Now, in my project, characters have a speed stat from 1-30. While speed for characters past 20 speed seems to work fine, when it gets to 10 or below, characters start to move excruciatingly slow. Like, it seems like a character with 30 speed gets to move 20 times before someone with 1 speed gets to go once levels of slow.
With that in mind, I was wondering if there was a way to somehow pull the equilibrium for speeds like that closer. For example, maybe a character with 30 could go at max twice before someone with 1 speed. I want the slow characters to be slow, but not too slow.
You can either go with rubberbanding or change the gauge target value within the ATB's plugin parameter settings. As of now, it will take either a max gauge of 5000 or the highest AGI value on the battlefield at the start of battle times 100, whichever is larger. Since you're dealing with low low low speeds, change the value of 5000 to 2000 for the target ATB gauge fill and charge to 500 or something. Experiment with these values to find what is the sweet spot for your game.
It seems to be "Breaking" right about the point where "animation 144" is playing. Any idea how I could remedy this?Hello Yanfly. It seems that my battlebacks are dissapearing when I use certain action sequences.
It's not the BattleBack1, but the BattleBack2.
Here's the sequence I'm using:
<setup action>display action
immortal: targets, true
wait: 40
</setup action>
<whole Action>
hide battle hud
opacity not focus: 0%
camera focus: user, front center, 45
zoom: 1.35, 45
wait: 45
motion guard: user
motion wait: user
wait: 30
animation 52: user
wait for animation
reset zoom: 35
wait: 35
motion victory: user
motion wait: user
se: jump2
jump user: 150, 35
wait for jump
se: jump2
jump user: 300, 35
wait for jump
se: jump2
float user: 750%, 35
wait for float
wait: 20
action animation: target
wait: 10
animation 143: target
wait: 10
animation 144: target
wait: 10
action animation: target
wait: 25
action effect: target
wait: 20
motion evade: user
motion wait: user
float user: 0%, 30
SE: fall
wait: 15
jump user: 80, 25
wait for jump
jump user: 40, 25
wait for jump
wait: 45
clear battle log
immortal: targets, false
death break
perform finish
</whole Action>
<follow action>
wait: 15
opacity not focus: 100%
show battle hud
</follow action>
I've made some updates last night to the Battle Core. Try updating that and see if it fixes it. If not, can you upload your project online somewhere (do not deploy it) so I can see what's going on with it?
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