Hey, i finally decided to stop using the native Attack Pattern feature of MV and got pretty far until i realized, that the plugin does not seem to consider a State with "Action Times+" or even just the Enemy's native Stat "Action Times+" (set to 100% of course), which by default let's the Enemy Attack twice during a turn.
Is that intentional, did i do something wrong? I disabled all plugins instead of the base YEP ones (Core, Battle and AI) and no matter what i do, the Enemy just seems to perform 1 Action per turn.
Personally i think multiple turns for enemies is quite important, and i don't want to use alternative battle systems, i'd be fine with having an option that lets me set the number of enemy actions per turn (even if its just 2, like default.)
Dynamic Actions and Dynamic Turn Count does not seem to effect this.
Thanks in advance.
I provided a demo for people to check it out, i'm pretty sure it's just something the plugin isn't meant to take care of, but it kind of means i have to choose one thing or the other, unless i want things to get really complicated.
https://mega.nz/#!X9QmHAJB!XC9M0CJTrgbRNoQgcvMgsadJbc6wQeEtPVBoYn28NIg
edit: thought double posting was 24 hours, my bad cant delete the post though
YEP Battle AI Core - Action Times+ not working
● ARCHIVED · READ-ONLY
-
-
I merged your posts together for you.edit: thought double posting was 24 hours, my bad cant delete the post though
-
It's an intentional feature of the Battle AI Core. I'm not sure of the exact specifics, but Action Times+ is actually a rather poorly coded feature that's difficult to work around, so Yanfly opted to not have the AI Core support it. However, there's still a few options to give enemies multiple actions in a turn even with the AI Core.
The simplest option is to have the enemy skills call a common event that forces them to use another skill immediately afterwards (via the Force Action command). The simplest way of doing this would simply be having a single Force Action with whatever skill you want the enemy to use afterwards, but with some more eventing you could also have it check to see if the enemy can actually afford the cost of the second skill or randomize between several skills. The downside to this is that you'll likely need to have multiple variations of it from troop to troop and from skill to skill (if you were planning on giving players and enemies access to the same skills, you'd need to give the enemies unique versions of the skills that call the extra action common events), which can get awkward.
Alternatively, you could finagle something together with the Instant Cast plugin. If I were going this route, I'd likely make a state that applies instant cast to all of the enemy's skills and set it to expire within however many actions you want the enemy to take minus one (for example, if you wanted an enemy to have three actions in a turn, you'd set the state to expire within two actions, keeping in mind that the enemy will still get to take a non-instant action once the state wears off). Then, using a troop event, apply the state to the enemy at the beginning of the battle and at the end of every turn. There's probably a more efficient way of handling multiple enemy actions in this manner (as the method suggested requires managing a lot of troop events depending on how many enemies you want to have multiple actions), but it might require some extra JavaScript coding and a few additional plugins to get working fully. -
That's the spaghetti i wanted to avoid, but it does make sense to work around that Action Times+ attribute, i can imagine that the base code for that is junk.
Thanks for the quick write-up, i think i can make this work. I want to use AI Core because it allows me to set up conditions for skills and guarantee an enemy's move without having to use Force Action, which is good but i guess if i want to have the enemy have multiple turns, i gotta make an exception for that instead. The lesser evil i suppose.