A State that inflicts Death after x number of Turns

RedFoxGaming

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So I am wanting to make a battle that is time, in that as soon as the battle starts, the Boss casts a spell on the whole party that inflicts a state that will instant kill the whole party after a certain number of turns.

I have both Yanfly's Buffs and States core and Yanfly's Extended Damage over Time. Would this be possible?

Also, I want to make a poison state that is similar to the Toxic state from pokemon, where after every turn the poison damage you take will increase.
 

bgillisp

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You'll need to use Javascript to do it more than likely, as I doubt this can be done via the default engine.

Moved to JavaScript support

 

RedFoxGaming

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Alright fair enough. I didn't know if it would've been possible with the default engine.
 

Astfgl66

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You could do it without plugins with a battle event.
Set events that run each turn and several states, 1 for each turn.
Within the turn event you remove states progressively while giving them the next one until you make it to the death state.

So your event would be
turn end
for each actor: (condition is actor in party)
if state 5 turns : inflict state 4 turns, remove state 5 turns
if state 4 turns: inflict state 3 turns, remove state 4 turns
...
if state 1 turns: inflict state death

If the cast is done at battle beginning you could just forgo using states at all and just do it with a battle event, with a battle event: on turn X end battle on defeat

With buffs and states core, just use one state, and a custom remove effect with a javascript command to inflict a death state.
You can find javascript equivalent to event commands in the MV subforum pinned thread.

Same can be done for the toxic state: use diferent states and conditionnals to apply the proper poison state each turn.

The other solution involves buffs and states core and a lot of js. It'd probably be easier to just use 1 turn poison states and add a custom remove effect that adds the next poison step. You can use custom apply checks to prevent applying the earlier levels once affected: each poison state would check for all other poison state higher on the list and remove itself if it finds one.
 
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Vis_Mage

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There's another pretty simple way that you could go about this, without using any plugins. Simply start the battle with a battle event on turn 0 that gives the whole party your "deathmark" state. Then, have a battle event that triggers on turn 5 that kills any party members with the state.

In this case, the "deathmark" state is just a dummy state, that doesn't actually do anything, it's just for show. But from a player's perspective, it's what kills them on turn 5. Just set the state not to wear off over time, and have it removed after battle.

One thing you might want to keep in mind with this idea in general, what happens if an actor is killed before the 5 turns is up, but then revived? Does the boss apply the state again? Of course, if you don't have reviving skills/items at this point, this isn't an issue.
 

mathmaster74

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@RedFoxGaming Unless I'm missing something here, you say
the Boss casts a spell on the whole party that inflicts a state that will instant kill the whole party after a certain number of turns.
Doesn't that just mean on turn x of the battle you would use the Event Command of Change HP for Entire Party with Operation: decrease and Operand: Variable using a variable you initialize to # where # is the MaxHP of the highest level tank actor available in game, and check Allow Knockout? :confused: Btw, this would also clear up the potential revive issue of "deathmark" that Vis_Mage suggested because...no state needed. :LZYwink:
Good work @caethyril ! :thumbsup-left: I would have linked the Toxic video by Yanfly if you hadn't...but you did. Way to be a game :ninja:! (Hello. My name is John, and I'm a recovering Smilie addict. My last smilie was on the last line of text, but I assure you, I'm recovering. :) :oops: :()
 

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