- Joined
- Nov 2, 2015
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Heyho guys, after unfortiantly loosing my first project, I decided to give it an other try and revamped it, now I decided to add some mechanics and features, which were unavaible at the time I was finished with that part.
So, I need your help with 2problems, one is about the plugin YEP_RowFormation and the next one is about a bleeding state wich ramps up in damage and an execute skill, which will do more damage, the longer the targed has been bleeding.
1. Row formation:
I'm currently using 4 rows, now I want to give the first row taunt, and when all battlers in row 1 die, row 2 gets taunt and so on...
How I've tried it:
<Physical Taunt><Custom Row Condition>if ($gameTroop.rowAliveSize(1) = 0) { condition = true; } else if ($gameParty.rowAliveSize(1) = 0){ condition = true; } else condition = false; </Custom Row Condition>2. Bleeding/Execute:
Now that one will be tricky I guess, the bleeding state should do more damage every round AND the counter should be resetted when the state expires(is removed), NOT when the state is reapplied.
The number of turns should then be useable for the damage calculation of a skill.
I used Yanflys toxic state tutorial as a basis and adjusted the code.
my first attempt:
<Custom Apply Effect>if ($gameVariables.value(1) < 1) { $gameVariables.value(1) = 1; }</Custom Apply Effect><Custom Regenerate Effect>$gameVariables.value(1) += 1;var x = $gameVariables.value(1);var value = Math.floor(x*user.mhp*0.05*50/(100+user.def)*-1);user.gainHp(value);</Custom Regenerate Effect><Custom Remove Effect>$gameVariables.value(1) = 1;</Custom Remove Effect>Since states can be applied to multiple targets, this will be impossible to work out I guess.
Second try:
<Custom Apply Effect>if (this._bleedTurn <= 1) { this._bleedTurn = 1;</Custom Apply Effect><Custom Regenerate Effect>var x = this._bleedTurn;var value = Math.floor(x*user.mhp*0.05*50/(100+user.def)*-1);user.gainHp(value);this._bleedTurn += 1;</Custom Regenerate Effect><Custom Remove Effect>this._bleedTurn = 1;</Custom Remove Effect>Not working as well, also "this._bleedTurn" won't be able to affect something else than this state, or?
The skill would simply look like this:
So, I need your help with 2problems, one is about the plugin YEP_RowFormation and the next one is about a bleeding state wich ramps up in damage and an execute skill, which will do more damage, the longer the targed has been bleeding.
1. Row formation:
I'm currently using 4 rows, now I want to give the first row taunt, and when all battlers in row 1 die, row 2 gets taunt and so on...
How I've tried it:
<Physical Taunt><Custom Row Condition>if ($gameTroop.rowAliveSize(1) = 0) { condition = true; } else if ($gameParty.rowAliveSize(1) = 0){ condition = true; } else condition = false; </Custom Row Condition>2. Bleeding/Execute:
Now that one will be tricky I guess, the bleeding state should do more damage every round AND the counter should be resetted when the state expires(is removed), NOT when the state is reapplied.
The number of turns should then be useable for the damage calculation of a skill.
I used Yanflys toxic state tutorial as a basis and adjusted the code.
my first attempt:
<Custom Apply Effect>if ($gameVariables.value(1) < 1) { $gameVariables.value(1) = 1; }</Custom Apply Effect><Custom Regenerate Effect>$gameVariables.value(1) += 1;var x = $gameVariables.value(1);var value = Math.floor(x*user.mhp*0.05*50/(100+user.def)*-1);user.gainHp(value);</Custom Regenerate Effect><Custom Remove Effect>$gameVariables.value(1) = 1;</Custom Remove Effect>Since states can be applied to multiple targets, this will be impossible to work out I guess.
Second try:
<Custom Apply Effect>if (this._bleedTurn <= 1) { this._bleedTurn = 1;</Custom Apply Effect><Custom Regenerate Effect>var x = this._bleedTurn;var value = Math.floor(x*user.mhp*0.05*50/(100+user.def)*-1);user.gainHp(value);this._bleedTurn += 1;</Custom Regenerate Effect><Custom Remove Effect>this._bleedTurn = 1;</Custom Remove Effect>Not working as well, also "this._bleedTurn" won't be able to affect something else than this state, or?
The skill would simply look like this:
Code:
<damage formula>var y = $gameVariables.value(1)value = a.atk * y</damage formula>

