Improving enemy battle patterns.

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Started by MrHasuu 2 posts View original ↗
  1. I've just started learning and using RPGmaker about 2 weeks ago, and i've noticed that the battle patterns is very hard to get right and theres very little options to customize it.


    For example i dont see the option to do something like "if opponent is stunned -> use this skill"


    I tried to make a monster who can cause status effects, deal damage, and reduce player's damage output.


    1) stun (5)


    2) attack (5)


    3) debuff (5)


    even though the rating on all 3 is 5, the monster ended up spamming stun none stop and the fight just goes on and on since the player cant move.


    Now if i lower the rating on stun to 4 then the monster just stop using stun all together.


    I wish there was the option to "attack only if enemy is stunned".


    and to stop using stun, if opponent is stunned.


    Where can i find the perfect balance where it'd use stun occasionally?


    or script this to customize it the way i want.
  2. There are a lot of ways to do this, and in general, they work well in tandem as a combined solution.

    Scripts

    Yanfly's Skill Restrictions is a good start; Cooldowns and Warmups allow  you to establish an ability pattern/cycle without micro-managing anything in the Action Patterns pane.

    States

    You can assign actions to only be performed when the enemy is afflicted by a specific state. In your example, you would use a Common Event or damage formula to apply a state to the enemy that will then permit him to use his attack.

    You can also use States to control who gets hit by specific attacks, such as in your example with the Stun and the follow up attack. This requires Yanfly's Lunatic States and the Conditions Package (http://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ltp-conditions/).

    In your example, you would install the scripts and add <custom target: foes any state X> to the note box of your attack, where X is your the ID of your Stun state. Then, your enemy's follow-up attack would be guaranteed to hit the stunned target.

    Turns

    Under the Actions Pattern pane, you can specify abilities to be used on specific turns, and again in X turns thereafter. Using this, you can set up the pattern you described... However, I would look into Yanfly's Skill Restrictions script so that the battle can be a bit more organic versus you programming the fight turn-by-turn in the Actions Pattern pane.