ones affected by a state with Attack Ally, Attack Enemy, or Attack Any restriction) use something more similar to autobattle: the skill is selected from their known skills with the targetting inverted (so heal casts on enemies, attack targets allies, etc). What it does is make confused battlers (i.e. There are no plugin parameters so you don't need to name it anything in particular. Quickly tested and it seems to be compatible with BEC, too! ^_^ However, I found this creative little plugin by DoubleX: (raw: ). (A similar thing happens with counter-attacks, though Yanfly has another plugin to help with that.)
#RPG MAKER MV YANFLY BATTLE ENGINE ESCXPE CODE#
I hunted through the code a bit and it looks like, even with Yanfly's Battle Engine Core, any action restriction (Attack Enemy, Attack Anyone, Attack Ally) counts as "confusion", which, long story short, ends up setting the battler's action to the attack skill. Also had to add a to bite skill to prevent that powerup effect each time ( But that is just cosmetic fix) All I need to do now is speed up the start of the action sequence because it seems to go slower now - probably due to the animation and confusion plugins both affecting the enemy at turn start - It does work now, Thanks! Just under animated SV enemies one works so far. Had to make sure this plugin was higher up near Yanfly Battle Core in the plugin list too. I must have toggled it off during my troubleshoot phase. So I had to set that to "1 enemy" as well. What am I missing or not understanding here?ĪNSWER EDIT: I also had to fix the fact that I had no "scope" on my Bite skill set. The Weapon animation in the notetag is the "bite" animation so for now it at least looks like a beast attack, but I want the attack to actually be "Bite" and not "Attack" I am using Yanfly SV battler plugin, Skill Core and Buff/StatesCore as well. Is my restriction of "attack anyone" blocking the bite skill or why does it not accept it as a usable battle attack. Whenever I playtest this though ( On map not battletest screen) after the wolves are in bloodlust, the attack displyed at the top is "Attack with default sword icon" not my bite skill which it should be? I tried removing the action sequence in the notetag but that didn't change anything either. (It even has bite skill as default attack.) the skill does not cost MP or TP either. The way it should work is when the wolf is affected by bloodlust it will attack anyone including self and always use the "Bite" skill. So I have three screenshots here: The enemy setup, the "Bite" skill, and the "Bloodlust" state.