1. ScorchedGround

    RMMV (YEP_BuffsStatesCore + YEP_SkillCore) "value" is determined in the wrong order

    Greetings everyone. I am trying to create basic "Life-Steal" skills with BuffsStatesCore and SkillCore However, The notetag I gave my skill to do the actual lifesteal does not seem to play nice with the notetag of a damage reduction state. State Notetag: <Custom React Effect> if (value > 0 &&...
  2. Is there any way I can set a state to be a condition for another state to be inflicted?

    Like, I want first the player to have to unbalance an enemy to then be able to put it into another weakened state. I tried to alter the 'state rate' in Unbalance for the next one to be at *1000, as the second state only has 10% chance to be inflicted, but it doesn't seem to work. Is this...
  3. Demi_Fiend

    State that goes away after next action

    Hi, I'm using Archeia's Press Turn Battle System and I want to set up certain states that go away after a character's next action. For example, a state that guarantees a critical hit and disappears after that attack. I would use the normal database settings, but it doesn't work for enemies with...
  4. Literal_Grit

    Modifying "State Rate" Defensively

    Working on the beginnings of a game, and have done a lot of looking around to get a system to work but the RPGMaker set isn't cutting it most of the time. I got the VisuStella demo set of plugins, which helped a lot for elemental handling, but it still doesn't do what I need to with statuses...
  5. States not working

    Sorry for inconvenience, i have solved this myself. -_- My states suddenly stopped working. I'm not sure what is going on. I have even tried deleting all of the added scripts related to states ( though the states worked b4). I haven't added any new scripts and I'm just not sure at all what to...
  6. ScorchedGround

    Adding different states via common event (At the start of battle)

    So what I want to do is add certain states to all enemies at the start of any battle. I'll be doing this via YEP_BaseTroopEvents which calls a common event on Turn 0 of every battle. The main issue here is that I don't want every enemy to gain the same state. Basically; All enemies gain the...
  7. jkweath

    RMMZ Lag spikes with passive state conditions (Visustella Skills States Core)

    I tried asking this in the notetag help thread but didn't have any luck: So I set up an equipment piece with a Passive state with a passive condition: <JS Passive Condition> if (user.hp / user.mhp >= 0.9) { condition = true; } else { condition = false; } </JS Passive Condition> So this...
  8. Geroto

    RMMV TP Points trigger a State

    Hello, I'm work in a werewolf game when TP repesents the RAGE. My idea is when TP is full (100) the character goes frenzy and attack everyone. I create a state call Frenzy, but i don't know how to link that to TP pool so the happens how I want. Any idea or pluggins sugestions? Thanks.
  9. UncannyBoots

    Skip actor's turn if they are inflicted with specific status

    As title says, I'm wondering if there's a way for the game to auto-skip an actor's turn if they have a status (like paralysis) inflicted upon them? Kind of like in Pokemon, if you've ever played it, if they are caught in a 'wrap' attack, the actor will not be able to move until the attack is...
  10. hoboayoyo

    State that makes an actor invisible.

    Trying to make a character invisible with a state and than visible when a state wares off. to do this I want to force an action when a state wares off. This is using Yanflys state and buff plugins. <Custom Leave Effect> var skill = 93; var target = -2; BattleManager.queueForceAction(user...
  11. RMMZ (VS action sequences)-How to check if target of an attack has a state?

    Hello, I want an animation and special damage to trigger if my battler hits a poisoned enemy, but I don't know what conditional branch to use in MZ. I use Visustella battle core's action sequences. Thank you
  12. Archlvt

    Damage Reacting to State Stacking

    Hello, I'm back again with another unusual and very specific request. I'm looking for assistance with a battle mechanic. This time, I'm looking to make an attack have increased damage or cause multiple values of damage for each stack of a particular state. Ideally, I'd prefer the multiple...
  13. RNG on item help

    2 question in one ----- need help on this creating the formula RNG. I wanna create an item that can cure any state debuff, but can only 1 state. so for example: actor have 3 debuff states: poison, confuse, and blind. with the item, it will cure one of the states random. the problem is how...
  14. Elhijei

    RMMV State that heals upon recieving damage

    Heyo! :) I'm facing a little issue which I feel should be simple, but has had me stuck for the past few hours... Using Yanfly's Buffs & States Core and their Thornmail trick I thought about making a Guard command that heals x% the user's HP when getting hit. Everything works until the healing...
  15. Desperado

    Is it Possible to make Skill Scope Target Units with a Certain State?

    Hey All, Looking for a way to alter the scope of a skill to check for enemies/actors with a certain state? I've gotten really close to what I want, but I need a way to check for this before the skill occurs. Through web searching I found a way to do it after the skill has been executed through...
  16. DoubleX_RMMZ_Permanent_States

    Purpose Lets you set some states to persist after the battler's dead and revived Introduction * 1. The default RMMZ states are all gone when the battler's dead * 2. This plugin lets you set some states to persist after the battler's * dead and revived afterwards Video...
  17. Kes

    Actor auto-damages self

    I am trying to set up a state which immobilises the actor (easy) reduces stats (easy) and also causes the actor on each turn to inflict damage on themself for 3 turns - which is where I come unstuck. Anyone have any idea how I might achieve this? Thanks.
  18. shizuruteru

    How do I make a better Counter Skill?

    I am aware that there is already a counter-attack option, but whenever I use the existing counter-attack it isn't the type of counter I want. What I want is a sort of shield skill where the actor with the state takes less damage and some of the damage gets reflected back at the attacker. EX)...
  19. kartacha

    Attacking a battler with a state to inflict state

    Posting this in a separate thread as I remember this was the prefered way back in the day (not sure if things are different now) How can I make it so that when a party member attacks an enemy with a certain state (or vise versa) to have a chance to get a certain state or another effect...
  20. kartacha

    State removed after certain number of hits

    Is there an easy way to make a State that is removed after a certain amount of hits? My main idea behind it is to create a shield that fully absorbs N number of hits. I cannot really do it with turns or damage as the idea is for the damage itself to be nullified.

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Progress on one of my projects has been slow, but I'm at a spot now where I feel like sharing the four main characters.

From left to right we have: Amabel, Tibby, Dusty, and Wren.

I'm in a much better mood about my game than I was 2-3 days ago. I keep switching between sideview and front because of the amount of assets needed for side (I'm drawing it all myself)... but I've decided to stick with front, for my own sanity. sidenote... people, planning is important. I've spent so long on just getting my game's ideas off the ground because I didn't plan ahead.

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