Actor Auto Battle A.I. (YEP) (2024)

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Contents

  • 1 Download
  • 2 System
  • 3 Required Plugins
  • 4 Yanfly Engine Plugins
  • 5 Introduction
  • 6 Plugin Parameters
  • 7 Notetags
    • 7.1 Conditions
  • 8 Changelog

Download

System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

  • Battle A.I. Core

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.

Introduction

This plugin requires YEP_BattleAICore. Make sure this plugin is locatedunder YEP_BattleAICore in the plugin list.By default, if an actor has the auto battle trait, it will cycle througheach one of its learned skills (whether or not it has access to the skilltype doesn't matter) and selects the hardest hitting skill of them all. Thissetup may work for some auto-battlers but not all of them. What this plugindoes is it incorporates the A.I. Priority system from the YEP Library'sBattle A.I. Core for actor auto-battlers.If you don't have YEP_BattleAICore yet, please download it from here:http://yanfly.moe/2015/10/19/yep-16-battle-a-i-core/

Plugin Parameters

There are Plugin Parameters that you may configure for this plugin.

Default AI Level:- See 'Actor AI Level' in the Notetags section below.Bypass Requirement:- This is a list of the skills that bypass that requirement to have learnedthe skill in order to use it. This is namely for skills like 'Attack' and/or'Guard' that aren't normally learned by actors, but are available to themthrough the command window.Curate Skill List:- Skills used for Auto Battle can only be skills accessible throughavailable skill types. This is a selectable option because sometimes, skillsthat are learned by actors can be used through auto battle despite nothaving access to that skill type. An example of this would be an actor thathas learned skills in the Knight class, but upon switching to the Mage classthe actor loses the Knight skill type. Yet, despite that, auto battle wouldlet the Mage class use skills from the Knight skill type if it's a part ofthe setup. Turning this on to curate the skill list will remove the abilityuse skills outside of available skill types.Undecided AI:- If no skill is determined through the A.I. Priority list, the actor willuse the default Auto Battle AI to determine which skill to use. Otherwise,the actor perform only a basic attack if the setting is false.

Notetags

RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

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The notetags to setup the auto battle A.I. will go into the class noteboxes.- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Actor AI Level- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Actor AI levels do not determine how smart they are. Instead, they determinehow strictly they will follow the <AI Priority> lists. An AI Level of 80means it has an 80% chance of following the prioritized action on the AIPriority list before moving onto the next one where there will be another80% chance and so on. If the AI level is lower, the chance is lower, makingthe AI to be more random.Class Notetag: <AI Level: x> Sets the actor's AI level to x. The lower x, the more random the actor. The higher for x, the more strict the actor is about following the AI Priority list found in its notebox, too.- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Actor AI Priority- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -If a class has an AI Priority list, the actor will go down that list fromtop to bottom (giving the actions at the top more priority than the ones atthe bottom) looking for any actions whose conditions are fulfilled. If thatcondition is fulfilled, then that action will be the action the actor willpartake in.To set up a Priority List for the actor, you must place inside the class'snotebox notetags that match the following format: <AI Priority> <AI Priority> condition: SKILL x, target or condition: skill name, target condition: SKILL x, target condition: skill name, target </AI Priority> </AI Priority>Any number of conditions and skills can be placed in between the two<AI Priority> tags. You can choose to use skill ID's or the skill names.However, if you use the skill names, keep in mind that it is not casesensitive and if any skills in your database have matching names, the skillwith the larger skill ID will be the action used.

Conditions

The conditions to be used for the <AI Priority> notetag are the same as theones from the YEP_BattleAICore plugin. Please refer to the YEP_BattleAICorehelp file for which conditions can be used with the A.I. setups.

Changelog

Version 1.01:- Fixed a bug that made curated skill types not work.Version 1.00:- Finished Plugin!
Actor Auto Battle A.I. (YEP) (2024)
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