Spoiler
/*------------------------------------------------------------------------
* State Trigger Condition Functions
* - Setups STCX used by this plugin's notetags
*------------------------------------------------------------------------*/
/* STCX are used at:
* 1. DoubleX_RMMV.State_Triggers.Game_BattlerBase
* - return ST[trigger[0]].call(battler, state); in stateTriggerTraits
* - if (ST[trigger[0]].call(this)) { ST[trigger[1]].call(this); } in
* execStateTriggers
* STCX are Javascript functions which will be bound to the battler upon use
* STCX names can only use alphanumeric characters
* state is the state using the STCX
* The below STCX are examples added to help you set your STCX
* You can freely use, rewrite and/or delete these examples
*/
// Sets the state trigger condition as always true
STC1: function(state) { return true; },
// Sets the state trigger condition as needing switch with id x to be on
STC2: function(state) { return $gameSwitches.value(x); },
// Sets the state trigger condition as always true
STC3: function(state) { return false; },
// Adds new STCX here
/*------------------------------------------------------------------------
* State Trigger Action Values
* - Setups STAX used by this plugin's notetags
*------------------------------------------------------------------------*/
/* STAX are used at:
* 1. DoubleX_RMMV.State_Triggers.Game_BattlerBase
* - return r.concat(ST[trigger[1]].call(battler, state)); in
* stateTriggerTraits
* - if (ST[trigger[0]].call(this)) { ST[trigger[1]].call(this); } in
* execStateTriggers
* STAX are Javascript functions which will be bound to the battler upon use
* STAX names can only use alphanumeric characters
* state is the state using the STAX
* If the timing using the STAX is while, the STAX must return an array of
* Trait Class
* You can refer to Game_BattlerBase in rpg_objects.js and Trait Class in
* the RMMV help html
* The below STAX are examples added to help you set your STAX
* You can freely use, rewrite and/or delete these examples
*/
/* Sets the state trigger action as what Special Effect Escape does
* This STAX's not supposed to work with the timing while as it doesn't
* return an array of Trait Class
*/
STA1: function(state) { this.hide(); },
/* Sets the state trigger action as setting the battler's hp to full
* This STAX's not supposed to work with the timing while as it doesn't
* return an array of Trait Class
*/
STA2: function(state) { this._hp = this.mhp; },
/* Sets the state trigger action as ultiplying the battler's atk by x * 100%
* This STAX's supposed to work with the timing while as it returns an array
* of Trait Class
*/
STA3: function(state) { return [{"code":21,"dataId":2,"value":x}]; }
// Adds new STAX here