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Help with Turn Count Based Attack Patterns

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: Help with Turn Count Based Attack Patterns
  • Original author: MCDarkVeil
  • Original date: August 22, 2022
  • Source thread: https://forums.rpgmakerweb.com/threads/help-with-turn-count-based-attack-patterns.150697/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

I'm trying to figure out how to give a boss a set attack pattern, where they always use a certain skill based on the turn count. For example, let's say turn 1 and 2 they use "Skill A" then on turn 3, "Skill B", then turn 4 and 5 "Skill A" again, then turn 6 "Skill B" and so on. I feel like this should be really simple, but I'm clueless. The best I can do is get an enemy to alternate back and forth each turn. The example I...

Archived First Post

I'm trying to figure out how to give a boss a set attack pattern, where they always use a certain skill based on the turn count. For example, let's say turn 1 and 2 they use "Skill A" then on turn 3, "Skill B", then turn 4 and 5 "Skill A" again, then turn 6 "Skill B" and so on. I feel like this should be really simple, but I'm clueless. The best I can do is get an enemy to alternate back and forth each turn. The example I gave is only two skills, but ideally, I would like to be able to coordinate like.. 7 different skills on a set pattern.

I have Yanfly's "Battle AI Core", but I can't figure out turn count with that plugin either. It would be nice to know how to handle this with Yanfly's Battle AI Core as well for the sake of the flexibility that plugin offers.

EDIT: Well, I learned that the skill "rating" is not always random like I initially assumed. Apparently, if a skill's rating is more than 3 points lower than another one, it will never be selected when they both have their conditions met. This was useful to know, and can accomplish what I wanted in the first example:

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But, that said, I also discovered that setting a pattern really is very simple, and I'm just stupid.

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That's it. That's all you gotta do, and somehow I struggled to figure this out for the past 2 hours. It's just... The turn you want them to use it, + the number of total moves in the pattern. (*X) Done.

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