[RPG Maker MZ] AP – Enemy Action Control

This plugin will allow you to control enemy actions with custom conditions and targeting options.

One of the problems with the default way enemies choose their actions, is that the developer can only assign a single (and rather limited) condition to an action. For example: There’s no way to have a “Poison” skill be used with a chance of 50% AND if the target is not already afflicted with poison. With this plugin you CAN have the enemy consider both of these conditions simultaneously and then choose an appropriate target for the skill!

Usage

There’s only one notetag and it’s easily the most important part of this plugin.

In an Enemy’s notebox use

<Action List>

to open the action list. Then add your conditions, skills and targets and finally use

</Action List>

to close the action list again.

The help file of this plugin contains detailed explanations on how to use this plugin, so I will not repeat them here. Instead, I’ll leave a few useful conditions here that you might end up using in your game! So read the help file first to understand the basic setup and come here for the more advanced stuff! If you need help with anything, the comment section on this page is open!

Example Conditions

First and foremost: You may use “b.” to reference targets out of the chosen target group. So if a skill’s scope is the User then “b.” will reference the user. If the scope is the enemy then “b.” will reference enemies.

• Always

This condition will always be true.

• Random x%

This condition will be true with a chance of x%. Replace x with any number 0-100.

• b.isStateAffected(x)

This condition will be true if the target b is affected by state x. Replace x with state ID.

• !b.isStateAffected(x)

This condition will be true if the target b is NOT affected by state x. Replace x with state ID.

• $gameTroop.turnCount()

This will return the current turn count. You can use operators like > (bigger than) or < (less than) to compare turn count. The condition will be true if the expression is true.

• $gameTroop._enemies[x]

This will return the enemy with the index x in the enemy party. You can add anything you want to check behind this (like “.mpRate()” if you wanted to check this enemy’s mp Rate)

• b.hpRate() / b.mpRate() / b.tpRate()

Checks the target’s rates. Use these to check the respective stat’s current rate.

• $gameVariables.value(x)

Returns Variable x’s value.

• $gameSwitches.value(x)

Returns Switch x’s value.

• $gameParty.gold()

Returns the party’s current gold.

• $gameParty.steps()

Returns the amount of steps the party has taken thus far.

• $gameParty.aliveMembers().length

Returns the amount of living heroes.

• $gameParty.deadMembers().length

Returns the amount of dead heroes.

• $gameParty.highestLevel()

Returns the highest level within the hero party.

• $gameSystem.playtime()

Returns the current playtime.

You may use these with any comparison operators, like “>” or “<” to check them against values and thus create a condition.

Download (MediaFire)

One thought on “[RPG Maker MZ] AP – Enemy Action Control

  1. This plugin has been updated:

    V1.02
    * – Auto Battle actors can now use AI Lists as well.
    * – Added ‘turn’ as an abbreviation to access the current battle turn in
    * conditions.
    * – Added ‘user’ as a way to reference the casting enemy in conditions.
    * – Added ‘User’ as a possible target for actions.
    * – Added ‘Index x’ as a possible target for actions.
    * – You may now use the skill’s name instead of the “SKILL X” format.

    Like

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