- Joined
- Oct 30, 2013
- Messages
- 137
- Reaction score
- 109
- First Language
- Bahasa
- Primarily Uses
- RMMV
Can anyone modify this to get the array index from start to finish, and then back to start again? (ex: 0, 1, 2, 0, 1, 2, 0, 1, etc)
Original script:
forums.rpgmakerweb.com
I already tried to write it out myself, but my intelligence is not enough as of now. -_-
Thanks!
<After Eval>
var old = #
// Change # to the skill's required state
var newstate = $dataEnemies[user._enemyId].meta.states.split(',').map(function(n){return parseInt(n)});
// Reads the allowed state values from the enemy notetag
var index = Math.randomInt(newstate.length);
var choice = newstate[index]
if (user.isStateAffected(choice)) {
} else {
BattleManager._subject.removeState(old);
BattleManager._subject.addState(choice);
}
</After Eval>
var old = #
// Change # to the skill's required state
var newstate = $dataEnemies[user._enemyId].meta.states.split(',').map(function(n){return parseInt(n)});
// Reads the allowed state values from the enemy notetag
var index = Math.randomInt(newstate.length);
var choice = newstate[index]
if (user.isStateAffected(choice)) {
} else {
BattleManager._subject.removeState(old);
BattleManager._subject.addState(choice);
}
</After Eval>
Original script:
Show enemy's next move
Hello everyone! In slay the spire enemy's telegraph what their next action will do, like so: The big knight's the enemy and the thing above him is telling the player he's going to attack them for X damage this turn. Is there a way to replicate this in RPG Maker MV, perhaps having a state be the...
I already tried to write it out myself, but my intelligence is not enough as of now. -_-
Thanks!

