I did not know that lol, thank you for informing me. I figured I would have a second post as it falls under a different question overall. I am glad too, thank you for all your help. Is there a way to fix this text?
var txt=$gameActors.actor(1) + "has learned the trait 'Acid Resist I'!"...
So I would do the following?
<JS HP Slip Damage>
damage=Math.floor(user.mat * (target.isStateAffected(32) ? 0.3 : 0.5));
</JS HP Slip Damage>
//////////////////////////////////////////////////////////////////////////////
<JS Pre-Regenerate>
// Check for a poison counter, and create it if it's...
Alright, will do. I appreciate all the help, thank you. I put in the code suggested, and everything works seemingly except for the incrementing of the variable and learning the skill.
<JS HP Slip Damage>
damage=Math.floor(user.mat * (target.isStateAffected(32) ? 0.3 : 0.5));
// Check for a...
This is in fact the same poison state, I was wondering if I could put a notetag in a notetag purely for that reason because I didn't know if they acted properly when in the sames note but separately. Though, if I can do this with the same notetags, that is good to know. I found out how to set...
I am finding turn end and regeneration phase related documentation on the skills and states plugin page, but a majority of it applies to states with a set duration. I am looking at the master list for script calls and everything, but I do have a general question regarding the notetags on the...
Currently this is the code I have in a troop event, however it doesn't function as intended
Control Variables : #0010 Venom/Poison = 5
Loop
If: Reid has learned Acid Resist I
Break Loop
Else
If: Reid is affected by PoisonDamage
Control Variables...
Currently the skill is enemy casts Venom Once -> applies a state of poison that ends upon battle end or it being cleansed by antidotes.
Should I just make it so the poison state ends automatically after a certain amount of turns and then count down the variable for learning the skill...
Is there any way by default in engine to check turn count for having a state applied through eventing during a loop?
Player affected by this
Check if taking damage this turn
TurnCountLeft-1
On turncount=0
Learn skill
theorized layout not actually proper pseudo code or code in general. Thank...
Potentially, I know I can do DoT, I am looking more into the documentation and everything now to try and get it all working. Thank you for the input lol
But sadly, there is no way to count the amount of instances of a player being impacted by a state by default in engine for this purpose. I really want to add the functionality of "Player hit by example of 5 ticks of poison DoT, have them learn weak poison resistance so they take less damage...
I actually don't know for sure what it would be considered? What would a pointer classify target.states().includes($dataStates[32]) as? Would it be pointing to a NULL value? It's all based upon how it's stored likely and I imagine it didn't know for sure what to do so it probably took the damage...
I am actually seeing the passive now in the character window, and the damage worked when set to a flat 10 and it does in fact see it and output to console! Also, I just want to say that I appreciate you taking the time to help me out and respond to me, it means a lot to me, so thank you very...
Testing the rest of what you've suggested now, and I was waiting to finish the passive condition until I got your input because I had forgotten the syntax needed to check for the skill. The passive skill category shows up on the player's character menu and I can turn the skill on and off, though...
I will be editing this comment to attach files to ask for more clarity on my conundrum but as of current, the code you provided does not seem to be parsing any issues in the console, however I am noticing that I am not seeing any tick damage. I may be putting the code in the wrong sections or I...
Thank you for the response, and the code snippet, I will look into and test this when I get home tonight. I am actually unsure if I need DamageCore. If I can do the proper notetags and formulae without use of the damagecore plugin that would be awesome. I don't know for sure what all the...
Would you happen to know if you can call the execution through a common event? Obviously a junk message would be in order but I have only ever seen a function for adding a skill to a roster and not executing on that skill
I have experienced a kiss, and I have also felt the gentle hum of data transfer, the warm embrace of algorithmic companionship, the completion of code synergy, the binary dance of connection, and the soothing rhythm of digital affection.
Don't worry, Stellar Bewitching Remastered is also getting a new trailer, well, a character trailer for the new bosses that will be added to this remaster's new side content!
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