Enemy HP/MP Condition Action Pattern

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Started by Kaillera 10 posts View original ↗
  1. Is it me, or there is no way for me to make my monsters to use skills under HP/MP conditions?

    Whenever I try to set them, it would display 0 ~ 0% or 0 ~ 10xxxxx% which will never occur anyways. Is there a fix for this?
  2. Yeah, same here. I'm interested in an answer as well.
  3. It works fine for me.

    Just make sure you set the priority for those skills higher than the "normal" ones.

    Also note that even though the numbers look off in the editor after you set the parameters, the numbers work correctly in-game.
  4. Maliki79 said:
    Just make sure you set the priority for those skills higher than the "normal" ones.
    Why?
  5. Kaillera said:
    Is it me, or there is no way for me to make my monsters to use skills under HP/MP conditions?

    Whenever I try to set them, it would display 0 ~ 0% or 0 ~ 10xxxxx% which will never occur anyways. Is there a fix for this?
    What are you talking about? I dont even know where you get those numbers. If you want an enemy to start using a skill once its below x% of hp or mp. Just go to troops. Condition: x% hp or below, Event is to transform enemy to an enemy that looks the same but with the extra skill. This is what you want to do right?

    -NC

    Edit: Oh I see your look in the enemy tab.

    @Liak: You dont actually need to put the priority higher as long as it is not more then 2 points under the highest priority, the enemy will use it.
  6. Liak said:
    Why?
    If you leave them the same, there's a chance of the enemy continuing to do the normal skills.

    For enemies with somewhat complex AI, it would be good to set normal attacks lower.

    I'd have a monster that heals at half damage as an example.

    All it does is attack and heal itself.

    The attack skill could be set to 1 and the healing skill will activate when it's down to 50% HP or lower. And have this skill's priority set to 10 so that it stops attacking and heals until it's HP is higher than 50% again.

    If you left them both at 5 it would still do it's attacking, but once the HP goes down to 50%, there would be a 50/50 CHANCE of it doing the healing. This might be fine for you, but if you want it to happen whenever the HP is at that point, you must change the priority.
  7. Ah, I see, that's what you meant. :) Yeah, I actually was aware of how it works, I just thought that ... I don't know ... there's a bug or something, or I didn't understand it correctly in the first place. But it's all clear. Thank you nonetheless. :D
  8. Is there a way to add this to an item such as a pendant that increases defense once the wearer's hp falls below say 15% of maximum?

    I made a pendant item which adds the skill defense in a pinch, that adds the state but I cannot figure out how to make it happen at a specific hp level?
  9. "Whenever I try to set them, it would display 0 ~ 0% or 0 ~ 10xxxxx% which will never occur anyways."

    Same exact thing here, I really need help with this.
  10. SadGhoster87, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.

    Also, if you read the posts carefully, I think you will find your query has been answered.