I have an enemy that needs to do 2 actions per turn. I achieve this by giving him Action Times +100%.
The first action needs to be always the same skill. Just put it high on the priority list and it'll work.
However, the second action must be a different skill than the one used first. This is where it gets messy. If I put the first action high on the priority list, it'll do the same action twice. If I put it lower, it isn't guaranteed to use it. If I put a requirement, it seems to ignore that for the second action, as it still uses the same skill, despite having it's requirement removed upon using it the first time that turn.
Need help. :(
How to make enemy do this?
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You could use make the first action activate a switch and the other actions, with higher priority, only happen if the switch is on - and then turn it off?
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Did you try adding a state to the enemy that seals the skill you don't want it to use?
You can add it through a common event if its a skill that targets a foe or you can add it under normal circumstances if the skill is just targeting itself. -
And remove it with the second skill. :)
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@Waterguy True, or it could just last one turn. I suppose it depends on how many actions the enemy would potentially have.
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Did you try adding a state to the enemy that seals the skill you don't want it to use?
You can add it through a common event if its a skill that targets a foe or you can add it under normal circumstances if the skill is just targeting itself.
I just tried that, but then it ends its turn after the first action. :( -
There are 2 Plugins by Yanfly InstantCast and SkillCoolDowns that should fix your problem.
Give the skill you want to go first a rating of 9 and in its note box put:
<Instant>
<Cooldown: 1>
then the 2nd skill give a rating of 1 -
That's weird not sure why it functions like that, didn't expect that. Maybe in that case you can just fake the double action by calling a common event that sets a variable to a random value and then runs a conditional branch that executes a specific skill depending on the value gained using the force action command. You can create weight to the random action by making a skill more likely to occur by having it occur if the random number is 1-4 while another might occur only between 5-6.
edit-Using the plug-ins would probably be easier though and less limiting.