[DYNRPG] PROVOKE SKILL

Enemies will only attack the caster of Provoke

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Provoke Skillv4.1
For RPG Maker 2003 with DynRPG v0.20 or higher
By PepsiOtaku
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I noticed this was requested here and couldn't help myself, as I needed the practice with battler-related commands.

This plugin adds the ability for a "Provoke" skill. What it does is tracks the hero who cast it, and tells the enemy target to attack that hero as long as the "Provoke" condition on them lasts. It also supports multiple hero/monster scenarios, so potentially, all of your party members can Provoke different enemies, and the monsters will stick to their corresponding attackers. Additionally, if 2 different heros Provoke the same monster, the monster will attack the last hero to Provoke them.

You can also force a monster to attack a hero at any time with @provoke_monster



Installation

To install the plugin, make sure that you have patched your project with cherry's DynRPG patch which
can be found here:
http://share.cherrytree.at/showfile-12494/dynrpg.rar (Link for v0.20)
http://cherrytree.at/dynrpg

1. Copy the "battle_skill_provoke.dll"into the DynPlugins folder of your own project.

2. Add the following (between the asterisks) to your DynRPG.ini:

**********************************************


[battle_skill_provoke]
SkillId=10,1,4
ConditionId=10

**********************************************


3. Change the SkillID(s) to your Provoke Skill (100% success is recommended, but do as you wish). Multiple skills should be separated by a comma with no spaces (example: 10,1,4).

4. Change the Condition ID to your Provoke Condition


Changelog:
v4.1: Fixed a crash when a provoked enemy tries to cast magic on itself
v4.0: Added @provoke_hero command, and bugfixes
v3.1: Added @provoke_monster command (forces provoke during execution of a battle event.
v3.0: Added the ability to use multiple skills.
v2.0: No longer uses in-game variables! (Code no longer sucks!)


Instructions

1. Create a new condition with No Action Restriction set. Set a recovery time you think would be appropriate.

2. Next, create a skill that inflicts Provoke.

3. Set the ID's of both in your ini, and you're done!


Additionally, you can force provoke a battler to attack a target using the following comment command:

@provoke_monster
- Parameter 1 (number): Monster ID (1-8)
- Parameter 2 (number): Hero/Target ID (1-4)
@provoke_hero
- Parameter 1 (number): Hero ID (1-4)
- Parameter 2 (number): Monster/Target ID (1-8)

Example: "@provoke_monster 2,3" would have the 2nd monster attack the party member in slot 3. Doing this will only affect that monster's next turn, but adding that comment to an event page with the Trigger "Turns Elapsed (1x+1)" would target that hero every turn.

Details

  • 274.7 KB
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  • 12/23/2023 04:31 PM

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Posts

Pages: 1
good timing. This looks really interesting. Cant wait to try this.
Another nifty feature upon realization is making it like the "Influence" attack from Breath of Fire 3. Where you have an enemy use it on one of your allies, and the rest of the enemies attack the same enemy.
how do you do that? That sounds very cool. Kinda like a move a ghostly enemy or a tricky enemy would do...
Would it be possible to expand on this a bit?

A comment command that forces an enemy to be provoked to a certain hero (either by variable or heroID)

IE:
@Provoke [Mob#], [Hero#], (turn duration?)

If this were included, a system where an enemy tells his companions to attack a certain target would be possible. Also, scripted events that rely on an enemy directly attacking a specific hero would be a lot easier to control.
Hmm. Is it possible to like make multiple skills that provoke, or can it only be one? By that I mean can we have multiple skill IDs for different names, animations, or other in battle theings that different provoke skills do?
Yes, I can code that. I need to update this plugin, and that's been on my to-do list for a while. I might get some time on Sunday or Monday to do so..
author=Rield
Hmm. Is it possible to like make multiple skills that provoke, or can it only be one? By that I mean can we have multiple skill IDs for different names, animations, or other in battle theings that different provoke skills do?

I just updated the plugin to do this. Download it above!

@Ramza: I forgot to add that. Working on that now. Turn duration probably isn't needed because you'd have more control over it with just the first two parameters. If you use "Turn Elapsed (1x+1)," you could force @provoke every turn (or under other conditions),

Edit: It's been updated again. "@provoke_monster monster#, hero#" added!
Is it just me or is this not working right? I have the ID of both skill and condition set. I've followed the instructions very closely and the enemy is still attacking whomever he wishes to, while afflicted with the condition.
Does this provoke force the enemy to use the attack command, or can it lure enemy skill attacks as well?
It doesn't affect their commands, just ensures the enemy's target is always the caster of the provoke spell.
author=PepsiOtaku
It doesn't affect their commands, just ensures the enemy's target is always the caster of the provoke spell.


I think you may have misinterpreted my question but answered it regardless. I wanted to make sure that no matter what command the enemy uses when provoked, it would hit the one who used Provoke.
All,

I added an updated version with some rewritten code that should fix some stuff. The main one being that the plugin would crash if a provoked enemy tried casting magic on itself.
I must ask this since...I'm not sure if this works or not, but is it possible for the enemy to force the player to attack it? For example, say I have an enemy that I want to be the target of all attacks while it's alive. Is this possible with the plugin?
This plugin already does that. Basically if a hero is provoked, they will always attack the provoker. You need to have your skill apply the provoke condition on the target (hero in this case).
Oh lol. I guess I was doing it wrong and trying to do it via the "@provoke_hero" comment I read up there (since I wanted the enemy to just...be there and not have to use a skill other than Defend to force the player to attack it). Unless that line is supposed to work since apparently the "@provoke_monster" line works for forcing the enemy to attack a specific character without using a skill?
is it possible to force the enemy to attack another monster(a specific one), and vice versa with the player?
Pages: 1