If it does, then it checks which state stack it has and then adds the next stack and removes the current stack (you could keep all stacks active if you wish but that can add up the icons :) ). Your enemy will use a skill that adds the placeholder state and the script takes care of the rest.īasically, what this custom apply effect does is that it first checks to see if the target has any stacks of the state.
This is so this code can run again when the state is reapplied.ģ. The final statement removes the placeholder state that was just added. In the first if statement, continue with the !a.isStateAffected for all your stacks and then continue with else if statements for each individual stack to afflct with the next stack (I realize this sounds confusing but I hope it will eventually make sence). The numbers themselves are just examples and represent the state ID numbers. If(!a.isStateAffected(10) & !a.isStateAffected(11))
It's affect is irrelevent because it will only be used to trigger the appropriate stacked state then remove itself. Each level of your state will be a different state so for example Poison 1 can be state 10, Poison 2 state 11, Posion 3 be state 12, etc.Ģ. This part is standard RPGM using States but to get the affect of a stacking state debuff, use Yanfly's script as follows:ġ. This can be a unique element not used anywhere else in your game and not even be an actual "element", merely a way to enhance damage done - by altering element rate. However, using Yanfly's Buffs/States Core with a little lunatic scripting can get this done.įirst, this is based on the idea that you will make the enemy attack with an element. So, are you talking about stacking States for the first part perhaps? Stacking states would be ideal for that but the default RPGM doesn't support that and even overwriting it (putting the same state multiple times in the states list) doesn't stack the way you might want. I know it may be selfish and a bit much to ask, but I have tried doing some research and havent found any good leads, and I dont know anyone personally who also uses the program. again, im not too sure how I could do this.
is there a way to make it so dispelling only takes off one stack? Is there a way to make the ability deal damage based on these stacks?Īnother boss starts out with a buff that reduces damage taken, and the idea is to break support beams around it to reduce its stacks, making it weaker with each one destroyed. One boss has an ability that on use, puts several stacks of a debuff/state on everyone in your party, and several turns later uses an ability that deals damage equal to how many stacks each member has and the idea is that you need to debuff them so its not fatal. Im fairly new to RPGMaker so im not an experienced programmer, so going into creating scripts and such is beyond me.
I have been writing up groundwork for a few boss fights and have a few questions.