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MV YEP AI: enemy self-skill based on party state

BMM_Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV YEP AI: enemy self-skill based on party state
  • Original author: Cythera
  • Original date: October 8, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/yep-ai-enemy-self-skill-based-on-party-state.161840/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

I kept getting an error 404 when trying to get the plugin page, but it's the Battle AI Core in this free bundle (the link is NOT the problem haha; just tried to point any help to the plugin I'm using) I'm trying to have an enemy that will use a self-targeting skill based on if anyone in the party has a particular state. For example, if one of the characters has State 15, the enemy will use skill 7 on itself. Skill 7 has a scope set to "the...

Archived First Post

I kept getting an error 404 when trying to get the plugin page, but it's the Battle AI Core in thisfree bundle (the link is NOT the problem haha; just tried to point any help to the plugin I'm using)

I'm trying to have an enemy that will use a self-targeting skill based on if anyone in the party has a particular state. For example, if one of the characters has State 15, the enemy will use skill 7 on itself. Skill 7 has a scope set to "the user".

I know there's an 'eval' option in the AI core, and I know there's $gameParty, but I'm a little lost beyond that
If it's important info, I don't care if all or one or some of the party has the state. Just if at least one character in the party is affected by the state, I want the enemy to use a self-targeting skill.

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