RMMV Calling Common Event in passive states using YEP_BuffStatesCore and YEP_AutoPassiveStates

Zakarijah

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I'm trying to create a passive state in battle that cycles through a battle bonus at the end of each individual character action.

The state is invisible, never goes away, and is only ever active in battle

I have the common event set up and ready to go

But I have ZERO idea what I'm supposed to put inside the passive state's notetags for it to call a common event.

And I also don't understand how to make a state only last for a single character 'action' instead of an entire turn.
 

Trihan

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Try $gameTemp.reserveCommonEvent(id).

Also you can either set the state's auto-remove timing to be "on action end" rather than "on turn end" in the database, or in your state's <Custom Action End Effect> put in a user.removeState(stateId) instead of having any auto-remove setting.
 

Zakarijah

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Try $gameTemp.reserveCommonEvent(id).

Also you can either set the state's auto-remove timing to be "on action end" rather than "on turn end" in the database, or in your state's <Custom Action End Effect> put in a user.removeState(stateId) instead of having any auto-remove setting.
where would I put $gameTemp.reserveCommonEvent(id)?
 

Trihan

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Inside your <Custom Action End Effect> tag.
 

Trihan

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Zakarijah

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Inside your <Custom Action End Effect> tag.
I'm unsure what happened but now it seems to not even show up in battle anymore... I tried setting the common event to trigger: none/auto/parallel and nothing seems to change (parallel makes it run endlessly).

And right before this is was working but not cycling through the actual bonus'...

Did I mess something up?
 

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Trihan

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If it won't call the common event, just put the effect into the notetag instead. You can generate a random number and add the state in code.
 

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