Next question (I may end up figuring out myself if I mess around enough)..... How do you get the AllyAI to use the Support function, as in casting a Heal spell on the party or party member short on health or sick without having to switch to the healer?
Also, it will need to be equipped (as in, switch to the healer and assign the skill to one of your action key slots), as only equipped skills are considered (to keep it fair so allies don't get access to all skills they know period, while the player must only use what is equipped).
EXPLANATION:
The priority for an ally deciding what skills to use while set to "support" are:
- first, check all nearby allies to see if any "need cleansing" aka "remove status ailments"- this includes death if someone was dead and they had a revive skill.
- second, check all nearby allies to see if any "need healing" aka "heal those below 60% max health"; the battler's available skills must include skills that target living allies and heals hp.
- third, check all nearby allies to see if any "need buffing" aka "keep all allies afflicted with every positive state-inflicting skill learned".
The ally AI system does not acknowledge "buffs/debuffs" in any way.
Due to the fact that all skills are typically "fired off" from the caster, it is recommended to add the <direct> tag to your healing skills. The <direct> tag makes it so a skill event is never actually generated when the skill is executed, and instead just immediately affects the target within the <proximity:#> threshold.
Skills that your support ally won't use but might seem like something they should:
- skills that are marked as "HP Drain" (because that heals the caster typically)
- skills that are "MP Recover" (I just didn't add the logic for it)
- skills that inflict some kind of debuff on foes, because in most video games "support" also includes some degree of offensiveness- but not in JABS.
I would strongly recommend taking a peek at the code (the ally AI lives in a separate plugin as you might've seen), root around it a bit. I like to believe that my code is generally legible enough for even non-techy people... though since you're here developing an RPG Maker game, you probably are techy enough to make sense of the logic and even tweak it to your own liking. Probably about half the lines in JABS (and really most my plugins) are just comments and documentation about what is happening- so that others can dig in and adjust it when the time comes that I've moved on from doing RM plugins.
found the tutorial in the demo about on-demand deaths...just add the variable/switch call after the comments in the enemy event. =b lol noice. adds the ability to do special death throes for certain enemies/bosses.. and using Galv's event spawner I'm able to respawn enemy events from another map to the current one without having to reload.
Literally wanting this type of system since RMXP. Thanks for creating. =)
Works with all the VisuStella, CGMZ, Galv and Cam/Gamepad scripts I'm using too.
Works with all the VisuStella, CGMZ, Galv and Cam/Gamepad scripts I'm using too.
I would caution against using this plugin in conjunction with other plugins in general that manipulate events, ex: visustella's event/movement core. What is the "cam/gamepad" plugin you're using?