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Video: https://youtu.be/A9eDXWBHriw

This plugin requires YEP_BattleAICore. Make sure this plugin is located under YEP_BattleAICore in the plugin list.

By default, if an actor has the auto battle trait, it will cycle through each one of its learned skills (whether or not it has access to the skill type doesn't matter) and selects the hardest hitting skill of them all. This setup may work for some auto-battlers but not all of them. What this plugin does is it incorporates the A.I. Priority system from the YEP Library's Battle A.I. Core for actor auto-battlers.

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Whew! This plugin is finally done! This is the second plugin that won from the very first of the plugin polls! :D To be honest, I was actually a bit surprised at how many votes this one got, but since it was voted that much, might as well get it made, right?

Hope you all have fun using it!

Files

Previews only

Comments

JosephSeraph

I was kinda not caring about it but now that it was released I see how it could be used to make a cool simplified battle system about the builds and not the battles themselves :D Additionally, it'd be possible to make something like Final Fantasy: The Four Heroes of Light if the player could still select the skills, but the targets were automatic based on specific criteria hm

Anonymous

I was not overly excited about this one, to be honest, but then after reading the help file on it, I found that it allowed me to create an effect I've wanted in my game since the beginning! Many of the bosses in my game (and under the right circumstances, the players) can get multiple actions per turn. I always wanted a "Trip" status effect that would remove one action from a target. Well, thanks to this plugin, I can do that! It's easy, you just create a status effect that will block all skills from being used except for a "Stand Up" skill that affects removes the "Tripped" state from the user. In all your Actor AI's, you tell them to use the "Stand Up" skill if they're "Tripped", and for enemies, you just use the user.forceAction(skilId, target) code as a custom Action Start Effect on the Tipped state. BAM! You can now effectively remove a single action from any target! Really useful in OTB!