Battle AI VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

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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.


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.

Click here if you want to help support VisuStella on Patreon.

Introduction

This Battle A.I. plugin changes up how enemies and any Auto Battle actors behave by implementing many new key components to their decision making process in battle. These new compotents are: A.I. Styles, A.I. Levels, Rating Variance, A.I. Conditions, and Influencing TGR Weight.

With these new key components put together, you can transform RPG Maker MZ's highly primitive A.I. into something more intelligent. Auto Battle actors can also base their A.I. patterns off an enemy's A.I. in order to behave in more desirable ways during battle as well.

Features include all (but not limited to) the following:

  • Different A.I. Styles to allow for various ways to setup enemy A.I.
  • Set A.I. Levels for enemies and Auto Battle actors.
  • A.I. Levels can be set on a global scale or individual scale.
  • Set rating variance levels to prioritize actions or randomize them.
  • These include notetags to change them on a per individual basis.
  • Create action conditions to make certain skills usable by the A.I. under specific circumstances.
  • Action conditions are split between 'ALL' and 'ANY' types which require either all conditions to be met or at least one condition to be met.
  • A large selection of condition notetags to use to help customize the best case situations on when to use a skill and which target to pick.
  • Default condition settings can be made in the Plugin Parameters to make an entire database of skills become conditional for A.I. usage.
  • Influence TGR weight to make certain targets more desirable for specific types of actions.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.

Required Plugin List

This plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.


Tier 3

This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Major Changes

This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.

---

Auto Battle A.I. for Actors

BattleAI Reference.png

With this plugin, there is an option to let certain classes reference specific enemy A.I. patterns to decide which skills to use during battle. If the reference option is not used, the actor will use default Auto Battle evaluations to determine which skills to use instead.

---

A.I. Styles

BattleAI Styles.png

There are currently four different A.I. Styles. Actors and enemies can default to a different one globally, or changed individually using notetags. Read more about them in the A.I. Styles section.

---

A.I. Levels

BattleAI Levels.png

Enemies and actors can be given different A.I. Levels. The higher one's A.I. Level, the more they are to follow conditions. With Level 100 A.I. Level, an A.I. will never disobey a condition. On the other hand, lower A.I. Levels may possibly ignore certain conditions and act as if they are fulfilled.

---

A.I. Rating Variance

BattleAI ActionList.png

In the RPG Maker database editor, when deciding an enemy's Action Patterns you can decide on the action's "rating". The rating is a value from 1 to 9 where 9 gets the highest priority and 1 gets the lowest. RPG Maker, by default, will sometimes dip the rating a few levels lower to allow lower ratings and bypass the priority system.

This plugin allows you to set the variance level through Plugin Parameters on a global scale or notetags on an individual basis to allow for larger, smaller, or no variance on ratings at all.

---

A.I. Conditions for Skill Usage

BattleAI Params2.png

Enemies and any actors that use Auto Battle A.I. with a reference can only use certain skills as long as specific conditions have been met. These conditions are split between 'ALL' condition sets and 'ANY' condition sets.

'ALL' condition sets require all of the set's conditions to be met in order for the skill to be used by the A.I.

'ANY' condition sets require at least one of the set's conditions to be met in order for the skill to be used by the A.I.

A variety of conditions can be inserted into each condition set to make for some very specific usage conditions. These will also help filter out which targets to pick from, too.

---

TGR Weight on A.I. Target Selection

BattleAI Params3.png

TGR is a special parameter in RPG Maker MZ that represents "Target Rate". The higher one's TGR, the more likely they are to become the target of an attack. This plugin allows various things to influence the TGR weight to make certain targets more likely to be targets for attack.

Elemental influence rates on the TGR weight mean that if a target receives more damage from an elemental attack, the TGR weight becomes higher for that skill when determining a target. The higher the elemental damage received, the more the TGR weight shifts upward.

Evasion and Magic Evasion rates do the opposite. The higher a potential target's evasion and magic evasion rate is (for physical and magical skills) the lower the TGR weight becomes for that potential target.

By default Plugin Parameter settings, TGR weight shifting requires the enemy troop to have "knowledge" on the party's element rates, evasion, and magic evasion properties. Enemy troops would have to hit actors with element based attacks to learn the actor's resistance levels, physical attacks to learn the actor's evasion, and magical attacks to learn the actor's magic evasion levels.

---

Specific A.I. Targeting Notetags

Specific A.I. targeting means the user will ignore any TGR influences when it comes to pick out of a group of valid candidates to come down to one target. This only affects skills where the user must select a specific target, meaning it will ignore the effects of random and AoE scopes.

---

<AI Target: type>

- Used for: Skill Notetags
- Bypasses TGR influence in favor of picking a specific target out of a
  group of valid targets (does not pick from outside the valid target group)
  for a skill target.
- Replace 'type' with any of the following:

  ----------------------------   -------------------------------------------
  Type                           Description
  ----------------------------   -------------------------------------------
  User                           Always picks the user if available
  First                          Always picks the first valid candidate
  Last                           Always picks the last valid candidate
  ----------------------------   -------------------------------------------
  Highest Level                  Picks candidate with highest level
  ----------------------------   -------------------------------------------
  Highest MaxHP                  Picks candidate with highest MaxHP
  Highest HP                     Picks candidate with highest current HP
  Highest HP%                    Picks candidate with highest HP ratio
  ----------------------------   -------------------------------------------
  Highest MaxMP                  Picks candidate with highest MaxMP
  Highest MP                     Picks candidate with highest current MP
  Highest MP%                    Picks candidate with highest MP ratio
  ----------------------------   -------------------------------------------
  Highest MaxTP                  Picks candidate with highest MaxTP
  Highest TP                     Picks candidate with highest current TP
  Highest TP%                    Picks candidate with highest TP ratio
  ----------------------------   -------------------------------------------
  Highest ATK                    Picks candidate with highest ATK parameter
  Highest DEF                    Picks candidate with highest DEF parameter
  Highest MAT                    Picks candidate with highest MAT parameter
  Highest MDF                    Picks candidate with highest MDF parameter
  Highest AGI                    Picks candidate with highest AGI parameter
  Highest LUK                    Picks candidate with highest LUK parameter
  ----------------------------   -------------------------------------------
  Highest HIT                    Picks candidate with highest HIT parameter
  Highest EVA                    Picks candidate with highest EVA parameter
  Highest CRI                    Picks candidate with highest CRI parameter
  Highest CEV                    Picks candidate with highest CEV parameter
  Highest MEV                    Picks candidate with highest MEV parameter
  Highest MRF                    Picks candidate with highest MRF parameter
  Highest CNT                    Picks candidate with highest CNT parameter
  Highest HRG                    Picks candidate with highest HRG parameter
  Highest MRG                    Picks candidate with highest MRG parameter
  Highest TRG                    Picks candidate with highest TRG parameter
  ----------------------------   -------------------------------------------
  Highest TGR                    Picks candidate with highest TGR parameter
  Highest GRD                    Picks candidate with highest GRD parameter
  Highest REC                    Picks candidate with highest REC parameter
  Highest PHA                    Picks candidate with highest PHA parameter
  Highest MCR                    Picks candidate with highest MCR parameter
  Highest TCR                    Picks candidate with highest TCR parameter
  Highest PDR                    Picks candidate with highest PDR parameter
  Highest MDR                    Picks candidate with highest MDR parameter
  Highest FDR                    Picks candidate with highest FDR parameter
  Highest EXR                    Picks candidate with highest EXR parameter
  ----------------------------   -------------------------------------------
  Highest State Count            Picks candidate with most states (any)
  Highest Positive State Count   Picks candidate with most positive states
  Highest Negative State Count   Picks candidate with most negative states
  *Note: These require VisuMZ_1_SkillsStatesCore
  ----------------------------   -------------------------------------------
  Lowest Level                   Picks candidate with lowest level
  ----------------------------   -------------------------------------------
  Lowest MaxHP                   Picks candidate with lowest MaxHP
  Lowest HP                      Picks candidate with lowest current HP
  Lowest HP%                     Picks candidate with lowest HP ratio
  ----------------------------   -------------------------------------------
  Lowest MaxMP                   Picks candidate with lowest MaxMP
  Lowest MP                      Picks candidate with lowest current MP
  Lowest MP%                     Picks candidate with lowest MP ratio
  ----------------------------   -------------------------------------------
  Lowest MaxTP                   Picks candidate with lowest MaxTP
  Lowest TP                      Picks candidate with lowest current TP
  Lowest TP%                     Picks candidate with lowest TP ratio
  ----------------------------   -------------------------------------------
  Lowest ATK                     Picks candidate with lowest ATK parameter
  Lowest DEF                     Picks candidate with lowest DEF parameter
  Lowest MAT                     Picks candidate with lowest MAT parameter
  Lowest MDF                     Picks candidate with lowest MDF parameter
  Lowest AGI                     Picks candidate with lowest AGI parameter
  Lowest LUK                     Picks candidate with lowest LUK parameter
  ----------------------------   -------------------------------------------
  Lowest HIT                     Picks candidate with lowest HIT parameter
  Lowest EVA                     Picks candidate with lowest EVA parameter
  Lowest CRI                     Picks candidate with lowest CRI parameter
  Lowest CEV                     Picks candidate with lowest CEV parameter
  Lowest MEV                     Picks candidate with lowest MEV parameter
  Lowest MRF                     Picks candidate with lowest MRF parameter
  Lowest CNT                     Picks candidate with lowest CNT parameter
  Lowest HRG                     Picks candidate with lowest HRG parameter
  Lowest MRG                     Picks candidate with lowest MRG parameter
  Lowest TRG                     Picks candidate with lowest TRG parameter
  ----------------------------   -------------------------------------------
  Lowest TGR                     Picks candidate with lowest TGR parameter
  Lowest GRD                     Picks candidate with lowest GRD parameter
  Lowest REC                     Picks candidate with lowest REC parameter
  Lowest PHA                     Picks candidate with lowest PHA parameter
  Lowest MCR                     Picks candidate with lowest MCR parameter
  Lowest TCR                     Picks candidate with lowest TCR parameter
  Lowest PDR                     Picks candidate with lowest PDR parameter
  Lowest MDR                     Picks candidate with lowest MDR parameter
  Lowest FDR                     Picks candidate with lowest FDR parameter
  Lowest EXR                     Picks candidate with lowest EXR parameter
  ----------------------------   -------------------------------------------
  Lowest State Count             Picks candidate with least states (any)
  Lowest Positive State Count    Picks candidate with least positive states
  Lowest Negative State Count    Picks candidate with least negative states
  *Note: These require VisuMZ_1_SkillsStatesCore
  ----------------------------   -------------------------------------------

---

A.I. Styles

BattleAI Styles.png

There are currently four different A.I. Styles. These determine how the A.I. acts and behaves. You can change the A.I. Style used globally through the Plugin Parameters or individually for classes and enemies through the usage of notetags.

Read below to understand each style and its rules:

---

Classic Style

"Classic" style is the traditional and default RPG Maker MZ A.I. style. It puts emphasis on the Rating system, where skills with higher ratings are given more priority than skills with lower ratings within variance.

  • Action Pattern conditions must be met.
  • Skill must be usable (able to pay its cost and it isn't disabled).
  • Skill A.I. conditions must be met.
  • Priority is given towards actions with higher Ratings.
  • Rating variance will be determined by Plugin Parameters and/or notetags.
  • A.I. Level can affect whether or not A.I. Conditions would be ignored.
  • After applying Ratings, Rating Variances, and A.I. Conditions, if there are still multiple actions to choose from, pick from the remaining actions randomly.
  • If no actions are valid, then do nothing.

---

Gambit Style

"Gambit" style is the style from Yanfly Engine Plugin's Battle A.I. Core. It goes down the list of skills and uses them in order as long as they meet the Action Pattern conditions and A.I. conditions. Ratings will be ignored.

  • Action Pattern conditions must be met.
  • Skill must be usable (able to pay its cost and it isn't disabled).
  • Skill A.I. conditions must be met.
  • Priority is given towards actions located higher on the list.
  • Actions towards the bottom of the list will have lower priority.
  • Ratings and Rating Variance has no bearing on whether or not an action will be picked.
  • A.I. Level can affect whether or not A.I. Conditions would be ignored.
  • If no actions are valid, then do nothing.

---

Casual Style

"Casual" style takes a lighter approach to A.I. It ignores the Ratings system and doesn't care about the order of actions either. Instead, the only thing this A.I. Style cares about are the A.I. Conditions. All valid actions after that are randomly picked from.

  • Action Pattern conditions must be met.
  • Skill must be usable (able to pay its cost and it isn't disabled).
  • Skill A.I. conditions must be met.
  • There is no priority system for Ratings or Order.
  • A.I. Level does not matter here.
  • A random action will be selected from a group of remaining valid actions.
  • If no actions are valid, then do nothing.

---

Random Style

- "Random" style simply does not care about ratings or order. It only cares if the skill's can be used (can pay for the cost) and Action Pattern conditions. It does not care about A.I. Conditions, Ratings, or Order.

  • Action Pattern conditions must be met.
  • Skill must be usable (able to pay its cost and it isn't disabled).
  • Skill A.I. conditions are ignored.
  • There is no priority system for Ratings or Order.
  • A.I. Level does not matter here.
  • A random action will be selected from a group of remaining valid actions.
  • If no actions are valid, then do nothing.

---

Notetags

RPG Maker MZ'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.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

General A.I. Settings Notetags

These notetags set the general A.I. related settings for enemies and any actors that use A.I. (requires Auto Battle and has a reference A.I.).

---

BattleAI Styles.png

<AI Style: x>

- Used for: Class, Enemy Notetags
- Replace 'x' with 'Classic', 'Gambit', 'Casual', or 'Random' without the
  quotes. Example: <AI Style: Gambit>
- Determines the A.I. style used. Refer to the A.I. Styles section on the
  various types of styles.
- For actors, place this inside the associated class's notebox instead.
- For actors, this does not apply if there is no referenced enemy A.I. list.
- Setup the reference enemy through either the Plugin Parameters or by using
  the <Reference AI: Enemy id> notetag found below.

---

BattleAI Levels.png

<AI Level: x>

- Used for: Actor, Enemy Notetags
- Designates the unit's A.I. level if A.I. is to be used.
- Replace 'x' with a number from 0 to 100.
- Units with higher A.I. Levels will be more strict about conditions.
- Units with lower A.I. Levels will be more lax about conditions.

---

<AI Rating Variance: x>

- Used for: Actor, Enemy Notetags
- Sets the variance amount when determining A.I. actions by rating.
- Replace 'x' with a number between 0 and 9.
- 0 for no variance.
- Lower numbers for less variance.
- Higher numbers for more variance.

---

BattleAI Reference.png

<Reference AI: Enemy id>
<Reference AI: name>

- Used for: Class Notetags
- Causes any actor using this class that has the Auto Battle trait to use
  a specific enemy's attack pattern (ratings, conditions, etc.) to determine
  which skill to use in battle.
- Replace 'id' with a number representing the enemy's ID to reference.
- Replace 'name' with the name the enemy to reference.
- Actors are only able to use skills they would normally have access to.
  - Actors need to have LEARNED the skill.
  - Actors need to be able to access the skill's SKILL TYPE.
  - Actors need to have the RESOURCES to pay for the skill.
- If you cannot figure out why an auto battle actor cannot use a
  specific skill, turn OFF auto battle and see if you can use the skill
  normally.

---

<No Reference AI>

- Used for: Class Notetags
- Prevents the class from using any enemies as their reference A.I. pattern
  (including the one set in the Plugin Parameters).

---

Skill A.I. Condition Notetags

Insert these notetags into the noteboxes of skills that you'd like to give custom A.I. conditions for. The 'All' version of the notetags require every condition to be met while the 'Any' version of the notetags require only one of the conditions to be met.

If both are used together, then the 'All' conditions must be completely fulfilled while the 'Any' conditions need only one to be fulfilled.

---

BattleAI Params2.png

<All AI Conditions>
 condition
 condition
 condition
</All AI Conditions>

- Used for: Skill
- Add/remove as many conditions as needed for the skill.
- All conditions must be met in order for this to become a valid skill for
  the AI to use.
- This can be used together with <Any AI Conditions>. If either of these
  notetags exist, do not use the Plugin Parameter defaul conditions.
- This will not inherit default 'All' conditions in the Plugin Parameters.
- Replace 'condition' with any of the following Condition List below.

---

<Any AI Conditions>
 condition
 condition
 condition
</Any AI Conditions>

- Used for: Skill
- Add/remove as many conditions as needed for the skill.
- As long as one condition is met, this becomes a valid skill for the AI
  to use. If none of them are met, this skill becomes invalid for AI use.
- This can be used together with <All AI Conditions>. If either of these
  notetags exist, do not use the Plugin Parameter defaul conditions.
- This will not inherit default 'Any' conditions in the Plugin Parameters.
- Replace 'condition' with any of the following Condition List below.

---

<No AI Conditions>

- Used for: Skill
- Removes any default 'All' and 'Any' conditions for this skill.

---

Condition List

BattleAI Params2.png

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

---

x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Variable x' (replace 'x' with a number) for variable x's current value.

- 'HP%', 'MP%', 'TP%' for HP, MP, and TP rates respectively.
- 'MaxHP', 'MaxMP', 'MaxTP' for the potential target's respective values.
- 'Level' for the potential target's level. Requires VisuMZ_0_CoreEngine for
  this to affect enemies.
- 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK' for the potential target's total
  parameter value.

- 'param Buff Stacks' for the potential target's current Buff stacks.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
- 'param Debuff Stacks' for the potential target's current Debuff stacks.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

- 'param Buff Turns' for potential target's current buff turn duration.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
  - Returns 0 if the potential target is not affected by that buff.
- 'param Debuff Turns' for potential target's current debuff turn duration.
  - Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'
  - Returns 0 if the potential target is not affected by that debuff.

- 'State id Turns' or 'State name Turns' for potential target's current turn
  duration on that particular state.
  - Replace 'id' with a number representing the ID of the state.
  - Replace 'name' with the state's name.
  - Returns 0 if the potential target is not affected by that state.
  - Returns the max safe number value if the potential target is has that
    state as a passive state.

- 'Element id Rate', 'Element name Rate', 'name Element Rate'
  - Returns a (float) value of the potential target's element's rate.
  - Replace 'id' with the ID of the element whose rate is to be checked.
  - Replace 'name' with the name of the element whose rate is to be checked.
    - Ignore any text codes in the element name.

- 'Team Alive Members'
  - Returns a number value indicating how many alive members there are on
    the potential target's team.

- 'Team Dead Members'
  - Returns a number value indicating how many dead members there are on
    the potential target's team.

- When no keyword matches are found, the comparison value will be
  interpreted as JavaScript code. If the JavaScript code fails, it will
  default to a 0 value.

  *NOTE* JavaScript cannot be used without comparison operators to reduce
  error. This means if you want to check if a switch is on or not, don't
  simply use "$gameSwitches.value(42)" as it does not have any comparison
  operators. Instead, use "$gameSwitches.value(42) === true" to check.

  *NOTE* To make any of these conditions base off of the user instead, add
  the word 'user' before the condition as such:

  user hp% >= 0.50
  user atk buff stacks === 2
  user team alive members < 3

---

Always

- Going to be valid no matter what.

---

x% Chance

- Replace 'x' with a number value representing the percent chance this skill
  would pass as valid.

---

Switch x On
Switch x Off

- Replace 'x' with the ID of the switch to check as ON/OFF.

---

User is Actor
User is Enemy
Target is Actor
Target is Enemy

- Requires the user or potential target to be an actor/enemy.

---

User Has State id
User Has State name
Target Has State id
Target Has State name

- Replace 'id' with the ID of the state the user or potential target needs
  to have.
- Replace 'name' with the name of the state the target needs to have.

---

User Not State id
User Not State name
Target Not State id
Target Not State name

- Replace 'id' with the ID of the state the user or potential target
  cannot have.
- Replace 'name' with the name of the state the target cannot have.

---

User Has param Buff
User Has param Debuff
Target Has param Buff
Target Has param Debuff

- Requires user or potential target to have the associated parameter
  buff/debuff at any stack level.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Has param Max Buff
User Has param Max Debuff
Target Has param Max Buff
Target Has param Max Debuff

- Requires potential user or target to have the associated parameter
  buff/debuff at maxed out stacks.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Not param Buff
User Not param Debuff
Target Not param Buff
Target Not param Debuff

- Requires user or potential target to not have the associated parameter
  buff/debuff at any stack level.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

User Not param Max Buff
User Not param Max Debuff
Target Not param Max Buff
Target Not param Max Debuff

- Requires user or potential target to not have the associated parameter
  buff/debuff at maxed out stacks.
- Replace 'param' with 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK'

---

A.I. => TGR Weight Notetags

BattleAI Params3.png

You can set how much influence on TGR weights actors and enemies will place when determining valid targets for their actions.

---

<AI Element Rate Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the element rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI Element Rate Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in element rates when calculating TGR
  weights to determine action targets.

---

<AI EVA Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the EVA rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI EVA Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in EVA rates when calculating TGR
  weights to determine action targets.

---

<AI MEV Influence: x.x>

- Used for: Actor, Enemy Notetags
- Sets how much TGR weight influence is given based on the MEV rate.
- Replace 'x.x' with a numberic value representing the influence rate.

---

<Bypass AI MEV Influence>

- Used for: Actor, Enemy Notetags
- Makes the actor/enemy not factor in MEV rates when calculating TGR
  weights to determine action targets.

---

Regarding $gameTroop.turnCount() for A.I. Conditions

---

Short Answer:

Battle A.I. conditions do NOT support the conditions $gameTroop.turnCount() or user.turnCount() or target.turnCount() for A.I. Conditions.

Instead, use RPG Maker MZ's built-in action editor's turn requirement to make do with the same effect.

---

Long Answer:

The turnCount() functions are not valid for A.I. Conditions and disabled due to all the problems they cause. The reason being is because actions are determined before the turn count increases. This is how RPG Maker MZ handles it by default.

The reason why this does not work is due to the following code found in RPG Maker MZ's core scripts:

  Game_Battler.prototype.turnCount = function() {
      if (BattleManager.isTpb()) {
          return this._tpbTurnCount;
      } else {
          return $gameTroop.turnCount() + 1;
      }
  };

What that means the turn count will always be off by 1. So upon determining the action initially, the match would come off as correct. However, as the turn actually starts and reaches the enemy or actor's turn, the turn count check would read differently and return incorrect information, causing the battler to forfeit their actions.

This facet of RPG Maker MZ can be updated and changed, but it is better that it doesn't in order to maintain compatibility with the rest of the plugins available that utilize the turn counter.

The work around to this problem is, instead, to use the enemy database tab's action editor and apply a Turn Condition to match the required turn instead. You know, the thing with Skill and Rating, where you select which skill for the enemy to use instead.

HOWEVER!

If you are willing to use an "Experimental" feature, aka one that is not heavily tested and may potentially result in unintended side effects, go to:

Plugin Parameters > A.I. General Settings > Experimental > On-The-Spot A.I.

And set that to "true" without the quotes. This will forcefully remove the +1 towards the count and forcefully make enemies re-evaluate actions upon the start of the string of their actions. This comes with some side effects that will potentially give A.I. advantages or disadvantages depending on the battle system type. Action Speed becomes something that can be abused as it is normally something that is determined based on the queued actions. A.I. can pick a high speed weak action and then switch it for a slow speed strong action. There is no proper fix to this due to how on-the-spot A.I. works as it is ill-fitted for speed-relative battle systems. You have been warned.

In the event that this Plugin Parameter IS enabled, then using the turnCount JavaScript code should work again due to the normalization of how the turn property is calculated.

---

Plugin Parameters

A.I. General Settings

BattleAI Params1.png

These settings determine the global settings for general Battle A.I. usage.

---

A.I. Style

 Actor Style:
 - Which A.I. style do you want for referenced actors to use?
 - This does not apply to non-referenced actors.
 Enemy Style:
 - Which A.I. style do you want for enemies to use?
 Refer to the A.I. Styles list for a list of valid styles.

---

A.I. Level

 Actor A.I. Level:
 - Default A.I. level used for actor A.I.
 - Levels: 0-100. Higher is stricter.
 Enemy A.I. Level:
 - Default A.I. level used for enemy A.I.
 - Levels: 0-100. Higher is stricter.

---

A.I. Ratings

 Actor Rating Variance:
 - How much to allow variance from the A.I. rating by?
 - 0 for no variance. Higher numbers for more variance.
 Enemy Rating Variance:
 - How much to allow variance from the A.I. rating by?
 - 0 for no variance. Higher numbers for more variance.

---

Reference

 Actor => AI Reference:
 - Which enemy A.I. should the actor reference by default?
 - Use 0 for no references.

---

Knowledge

 Learn Knowledge:
 - Requires enemies/actors to test the knowledge of the opponents before
   using specific conditions.
 Unknown Element Rate:
 - What should A.I. treat unknown element rates as?

---

Experimental

 On-The-Spot A.I.:
 - A.I. enemies/actors determine actions on the spot when it's their turn.

---

A.I. Default Conditions

BattleAI Params2.png

You can set certain conditions to be used as defaults for all skills that lack the <All AI Conditions> and <Any AI Conditions>. If either of those notetags exist, none of these defaults will be used for those skills. These settings will allow you to set both 'All' and 'Any' conditions for defaults.

---

Enable?

 All Conditions:
 - Create default 'ALL' conditions for all skills without any AI notetags?
 Any Conditions:
 - Create default 'ANY' conditions for all skills without any AI notetags?

---

HP Damage

MP Damage

HP Recover

MP Recover

HP Drain

MP Drain

 All Conditions:
 - Default 'ALL' conditions used for related skills.
 Any Conditions:
 - Default 'ANY' conditions used for related skills.

---

Add State

Remove State

 All Conditions:
 - Default 'ALL' conditions used for related skills.
 - %1 - Dynamic values (ie state ID's).
 Any Conditions:
 - Default 'ANY' conditions used for related skills.
 - %1 - Dynamic values (ie state ID's).

---

Add Buff

Remove Buff

Add Debuff

Remove Debuff

 All Conditions:
 - Default 'ANY' conditions used for related skills.
 - %1 - Dynamic values (ie param's).
 Any Conditions:
 - Default 'ALL' conditions used for related skills.
 - %1 - Dynamic values (ie state ID's).

---

A.I. => TGR Weight Settings

BattleAI Params3.png

These Plugin Parameters allow you to set whether or not you'd like for weight influence when deciding targets for actions and how much to influence the TGR weight by.

---

Weight

 Element Rate => TGR:
 - Makes all A.I. consider elemental rates when considering TGR weight
   by default?
   Influence Rate:
   - This determines the default level of influence elemental rates have on
     TGR weight.
 EVA Rate => TGR:
 - Makes all A.I. consider EVA rates when considering TGR weight
   by default?
   Influence Rate:
   - This determines the default level of influence EVA rates have on
     TGR weight.
 MEV Rate => TGR:
 - Makes all A.I. consider MEV rates when considering TGR weight
   by default?
 Influence Rate:
 - This determines the default level of influence MEV rates have on
   TGR weight.

---


Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.24: March 14, 2024

  • Bug Fixes!
    • Fixed a bug that would cause an infinite loop with certain battle systems under on the spot AI setting. Fix made by Olivia.


Version 1.23: January 18, 2024

  • Compatibility Update!
    • Updated better compatibility with Battle System - STB and Auto Skill Triggers to prevent infinite loops. Update made by Olivia.


Version 1.22: December 14, 2023

  • Compatibility Update!
    • Updated better compatibility for the new Battle System FTB, ETB, and PTB updates. Update made by Olivia.


Version 1.21: April 13, 2023

  • Bug Fixes!
    • Fixed a bug that prevented enemies from using skills that had the <Target: x Random Any> notetag. Fix made by Irina.


Version 1.20: February 16, 2023

  • Compatibility Update!
    • Added compatibility functionality for Battle Core updated version 1.74 new features.


Version 1.19: January 20, 2023

  • Bug Fixes!
    • On-The-Spot A.I. no longer overwrites Forced Actions. Fix made by Arisu.
  • Compatibility Update!
    • Added compatibility functionality for Battle Core updated version 1.73 new features.


Version 1.17: May 12, 2022

  • Feature Update!
    • Better RNG calculation when using the x% Chance conditional. Update made by Arisu.


Version 1.16: February 24, 2022

  • Feature Update!
    • Randomization between zero variance A.I. is now better.
    • A.I. will no longer keep unusable skills in a skill queue and replace them with new ones.


Version 1.15: December 2, 2021

  • Compatibility Update!
    • AI for skills and items should now work if their scope is <Target: All Allies But User>. Update made by Irina.


Version 1.14: October 21, 2021

  • Documentation Update!
    • Help file updated for new features.
    • Notetag section "Condition List" updated with the following:
      • *NOTE* JavaScript cannot be used without comparison operators to reduce error. This means if you want to check if a switch is on or not, don't simply use "$gameSwitches.value(42)" as it does not have any comparison operators. Instead, use "$gameSwitches.value(42) === true" to check.
    • Updated section "Regarding $gameTroop.turnCount() for A.I. Conditions"
  • New Experimental Feature!
    • New Plugin Parameter added by Yanfly:
      • A.I. General Settings > Experimental > On-The-Spot A.I.
        • A.I. enemies/actors determine actions on the spot when it's their turn.
        • Functions akin to YEP's Battle A.I. Core where enemies determine new actions on the spot. Doing so will forcefully change the way the Turn Count is handled for Game_Battler to not utilize the +1.
        • This will forcefully remove the +1 towards the count and forcefully make enemies re-evaluate actions upon the start of the string of their actions. This comes with some side effects that will potentially give A.I. advantages or disadvantages depending on the battle system type. Action Speed becomes something that can be abused as it is normally something that is determined based on the queued actions. A.I. can pick a high speed weak action and then switch it for a slow speed strong action. There is no proper fix to this due to how on-the-spot A.I. works as it is ill-fitted for speed-relative battle systems. You have been warned.
        • In the event that this Plugin Parameter IS enabled, then using the turnCount JavaScript code should work again due to the normalization of how the turn property is calculated.
  • Optimization Update!
    • Updated last version's newest change to be more optimized and occur upon each iteration of a new subject being determined to account for better check timing. Update made by Yanfly.


Version 1.13: October 13, 2021

  • Feature Update!
    • A.I. Battlers with no currently determined actions, upon the start of the time frame for what would be their action, will have one more chance of determining a new action to use as to not waste their turns.
    • This does NOT mean that the A.I. Battlers will adjust their actions for one with a higher rating. The readjustment will only occur if there are no actions determined for that instance and only a one time window upon the start of the time frame for what would be their action.
    • Update made by Arisu.


Version 1.12: October 7, 2021

  • Documentation Update!
    • Added section "Regarding $gameTroop.turnCount() for A.I. Conditions".
  • Feature Update!
    • Any A.I. Conditions found with "turnCount()" will be automatically disabled in order to reduce confusion. This is due to how turnCount() functions do not accurately depict the current Turn Count depending on when the function runs. Update made by Olivia.


Version 1.11: September 30, 2021

  • Bug Fixes!
    • Patched up a rare occurance of predetermined actions still having priority despite having no valid targets. Fix made by Olivia.


Version 1.10: September 23, 2021

  • Bug Fixes!
    • Fixed a bug that caused "highest" and "lowest" target schemes to be inverted. Fix made by Olivia.


Version 1.09: July 9, 2021

  • Bug Fixes!
    • Fixed a bug that caused "highest" and "lowest" target schemes to be inverted. Fix made by Arisu.


Version 1.08: April 16, 2021

  • Feature Update!
    • Cached randomization seeds should no longer conflict with certain scope types. Update made by Irina.
  • Optimization Update!
    • Plugin should run more optimized.


Version 1.07: January 22, 2021

  • Bug Fixes!
    • <AI Target: x> notetags should no longer crashes. Fix made by Irina.


Version 1.06: January 8, 2021

  • Feature Update!
    • For those using classic mode with a variance level of 0, action lists will be better shuffled to provide more variation between selected skills. Update made by Irina.


Version 1.05: December 25, 2020

  • Documentation Update!
    • Help file updated for new features.
  • New Features!
    • New notetag added by Yanfly!
      • <AI Target: type>
        • Bypasses TGR influence in favor of picking a specific target out of a group of valid targets (does not pick from outside the valid target group) for a skill target. Read documentation to see targeting types.


Version 1.04: December 18, 2020

  • Documentation Update!
    • Added documentation for notetag <Reference AI: Enemy id>
    - Actors are only able to use skills they would normally have access to.
      - Actors need to have LEARNED the skill.
      - Actors need to be able to access the skill's SKILL TYPE.
      - Actors need to have the RESOURCES to pay for the skill.
    - If you cannot figure out why an auto battle actor cannot use a
      specific skill, turn OFF auto battle and see if you can use the skill
      normally.


Version 1.03: December 4, 2020

  • Compatibility Update!
    • Plugins should be more compatible with one another.


Version 1.02: November 1, 2020

  • Bug Fixes!
    • Charmed battlers will no longer vanish when attack one another. Fix made by Yanfly.


Version 1.01: October 18, 2020

  • Bug Fixes!
    • <All AI Conditiosn> and <Any AI Conditions> notetags are now fixed and should work properly. Fix made by Yanfly.


Version 1.00: September 30, 2020

  • Finished Plugin!

See Also


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