Add State on enemy when other State is inflicted (Enemy Tag)

Studio Blue

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Hello, we're looking for a plugin that will allow us to modify the enemy tag so that if a state is inflicted in combat, another is immediately added.

For example, if poison is added to a slime, blind is immediately added. Poison is kept (it's not overwritten), but it's added as well. So in this example, the following occurs:

1. The slime is inflicted with poison.
2. Via the plugin, the slime is immediately also inflicted with blind.
3. The slime now has both poison and blind combined.

Please let us know if you have any questions.
 

Tiamat-86

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this all in 1 action or is the poison from before and the blind is getting added when it normally would have poisoned?
damage formula: if (b.isStateAffected(x)) b.addState(y); formula
if hits add state Y as long as it was already affected by state X before hand
 

Studio Blue

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Not 100% sure what you are asking. If Poison is inflicted, then both poison and blind will be applied.
 

Frogboy

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I will ask just to make sure. Is there a reason why you don't just make your poison state also inflict the same effects as your blind state to achieve both results at once?
 

Maliki79

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It there a reason you can't just have the skills that inflict poison inflict blind too?
Or is it that you want blind to be added ONLY if poison has successfully been added first?
If so, you may wanna try using the damage formula to do it.
 

Studio Blue

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Yes, I want to add blind only if poison is successful.
And it needs to be per enemy, not per skills, so the damage formula won't work.
 

Maliki79

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Ok. So to expand on your opening example, say we have 2 enemies: a bat and a slime.
You poison the bat and it's business as usual. The bat gets the poison state added no problem.

The slime has a notetag in the db saying when poisoned, add blind, so when the slime gets poisoned, it automatically has blind added as well. Is that the way you want the plugin to work?
 

Studio Blue

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Ok. So to expand on your opening example, say we have 2 enemies: a bat and a slime.
You poison the bat and it's business as usual. The bat gets the poison state added no problem.

The slime has a notetag in the db saying when poisoned, add blind, so when the slime gets poisoned, it automatically has blind added as well. Is that the way you want the plugin to work?
Yes! Exactly! My apologies if I wasn't clear enough, but you nailed it.
 

Maliki79

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Ok. I'll see what I can do. For the sake of asking, is there any other relavent features you'd like to see?
 

Studio Blue

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I don't think so. This is mainly to assist the player is really debilitating enemies if they use the correct states.
 

Tiamat-86

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what u can do is make a state that does nothing. the slime has this state on him. and in damage formula for poison have
if (b.isStateAffected(X)) b.addState(Y)

where X is the nothing state and Y is blind.
as long as the attack hits it will blind them 100% but only if they have that nothing state on them.

im using this in my current game to add elemental damage over time effects to enemies weak to that element and also for my redmage class
so it can use poison twice in a row to make its a stronger effect
 

Studio Blue

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what u can do is make a state that does nothing. the slime has this state on him. and in damage formula for poison have
if (b.isStateAffected(X)) b.addState(Y)

where X is the nothing state and Y is blind.
as long as the attack hits it will blind them 100% but only if they have that nothing state on them.

im using this in my current game to add elemental damage over time effects to enemies weak to that element and also for my redmage class
so it can use poison twice in a row to make its a stronger effect
I'm not seeing how this can be done a per enemy basis. Can you please show how I can do this for a slime, but not a bat?

Also, there needs to be like six of these in the game, each affecting different enemies differently. It's not something that you can just do once and be done with it.

Like, like there may be a bat that gets hit with poison and has rage inflicted, while if the slime is inflicted with poison, it gets hit with blind as well.
 

Tiamat-86

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the poison damage formula can has as many "if" statements as needed just need to make a separate nothing state for each different added effect u want to happen.
if (b.isStateAffected(97)) b.addState(8); if (b.isStateAffected(98)) b.addState(11); .....

the slime has state 97 on it which does nothing except tell the damage formula what to add. while the bat has state 98 on it

u might have like an undead bat with 2 of those nothing states on it so when u use poison it will get both rage and slow or something like that
 

Tiamat-86

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this doent have to b used with only poison either. u could add that same if statement to damage spells or other status effects too. just make sure that the end of the damage formula looks like .addState(X); 0 if it is something that doesnt deal damage normally.
just replace the 0 with a normal damage formula if it is an attack spell
 

Maliki79

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I have been trying to brainstorm a way to do this without a plugin for a while. On a per skill basis, your idea is sound, @Tiamat-86 . But to do that on each skill that has a state per enemy, per state would be maddening!

Things are hectic for me at work and home with xmas right around da corner, but I'll try to figure a decent plugin out in time (unless someone beats me to it.)
 

Studio Blue

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I have been trying to brainstorm a way to do this without a plugin for a while. On a per skill basis, your idea is sound, @Tiamat-86 . But to do that on each skill that has a state per enemy, per state would be maddening!

Things are hectic for me at work and home with xmas right around da corner, but I'll try to figure a decent plugin out in time (unless someone beats me to it.)
Thank you! :) We tried out the formula solution, and for the first dungeon alone it was insane.

A plugin solution will be much better!
 

Maliki79

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Here you go!

I will make a formal post in plugin releases, but it's done now, so why wait? :)
Let me know if you have any questions or issues. It was a bit of a rushed job.

 

Studio Blue

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Hey there! Sorry for the delay, but we were out of town for the holidays and just got back to test the plugin.

Unfortunately, it's not working for us. We'll provide as much information as we can.

Here are the states we are trying to use, for example. The Red Cap should get "Weak to Grounded" (State 55) when "Reeling" (State 11) is inflicted:







But when we go into the game itself, only "Reeling" is inflicted, not "Weak to Grounded".

Here is where the plugin is in relation to the others:



Please let us know if you need anything else.
 
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Maliki79

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On first look, the only thing that calls out to me is the spelling of the plugin.
Try renaming the plugin exactly the same as in the header. (Caps count)
Also, make sure the enemy is not immune to the new state. The rate, etc are not calculated, but if immune, the state won't be added.
And for testing purposes add the add state message so you can better confirm that the state was applied.
EDIT: also as a test, you can add the KO state.
Let me know if we need to troubleshoot further.
 
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Studio Blue

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Hey there!

OK, we did the following:

1. Renamed the plugin to MalAddExtraState. (Deleted it from the project, saved, and readded with the correct capitalization).
2. Made sure the enemy is not immune to the new state.
3. Made sure the messages were on.
4. Changed the new state to KO.

We still cannot get it to work. The exact same issue is showing up, where the new state just isn't applying.
 

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