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- Dec 1, 2019
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Hi everyone!
To try and explain what I'm planning to do:
In my game, there will be alcoholic beverages that heal MP, with a chance of a status effect that leaves the character drunk, what I wanted to do is: if the character aldready has the "drunk" status effect, there would be a small chance that this drunkeness could develop in a worse status (something like "Confusion" or "Sleep") if the player chooses (or gambles the worthiness of the MP recovery) to drink another alcoholic beverage
I've tried making it through a common event, I've managed the "if the character has the state drunk" but I got stumped at the item part, where the "if" status only considers if the party has the item, not if it was used
Can I solve it just through the engine or would I need a plugin for that?
To try and explain what I'm planning to do:
In my game, there will be alcoholic beverages that heal MP, with a chance of a status effect that leaves the character drunk, what I wanted to do is: if the character aldready has the "drunk" status effect, there would be a small chance that this drunkeness could develop in a worse status (something like "Confusion" or "Sleep") if the player chooses (or gambles the worthiness of the MP recovery) to drink another alcoholic beverage
I've tried making it through a common event, I've managed the "if the character has the state drunk" but I got stumped at the item part, where the "if" status only considers if the party has the item, not if it was used
Can I solve it just through the engine or would I need a plugin for that?