How would I make players start battle with a buff that automatically stacks as time goes on?

ddblue

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Hi everyone!

I'd say my RPG Maker MV skill level is intermediate.
Here is what I'd like to accomplish for my battles - I wonder if anyone could point me in the right direction?

I'd like all members of the party to automatically start with 1 stack of an "Adrenaline" buff.
This Adrenaline buff should raise their ATK, and a new stack of it should be added each time the player's turn comes around.

1 stacks = 150% ATK
2 stacks = 200% ATK
3 stacks = 250% ATK

and it would stop and stay constant at 3 stacks.

Of course, enemy debuff spells should be able to remove it.

Is this possible? It's been awhile since I've really gotten into the battle system in an RPG Maker game, so I'm not sure where to even start.

Any advice would be welcome.

Thank you.
 

Kes

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In turn zero run a buff command. New page set to turns 2 - 4 repeat that command. They now have 3 levels.
 

ddblue

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Thank you for your reply. Is that under the Troop menu? Is there a way I can make this apply to all troops?
 

Kes

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Yes, a troop event.

Yanfly has a plugin which enables you to set up a base troop event with things that you want to happen in every battle so that you don't have to copy/paste it into every troop. In Ace the script is called 'Base Troop Events'. I expect the MV plugin has a similar name.
 

ddblue

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Thanks guys, will try it out!
 

ddblue

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In turn zero run a buff command. New page set to turns 2 - 4 repeat that command. They now have 3 levels.
I'm currently using the plugin, and I have set a buff command on turn 0. I'm a little unclear on how to set to turns 2 - 4 on a new page. Could you explain a little bit more (sorry I'm such a noob).
 

Kes

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I can only say how this works in Ace. I am going to assume that the basic method is the same. If it's not, then I'm unable to help you.

Your problem is that you want to limit the number of buffs that can be given and you want that number of buffs to be available for each new battle.

Create a variable which is only used for this, therefore name it so that you don't accidentally use it for anything else.

Turn zero
Control Variable #n Set to zero. (You are now starting with a clean sheet)
Control Variable #n Add one
Give the buff. (This takes care of what happens on turn one)

Click New Event Page.
Click on the condition and put this in
upload_2018-3-23_15-27-47.png
Set the Span to Turn
Add one to your variable
Conditional Branch
If: Variable is equal to or lower than 3
Give the buff
Else: nothing
 

ddblue

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Thank you so much! I'll give this a try!
 

Summer夏

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Do you use YEP_BuffsStatesCore?
If it is too much trouble to increase the attack power, I directly increase the actual damage do not know can not help you

Status note:
<Custom Turn Start Effect>
user.Adrenaline_1 = user.Adrenaline_1 || 0;
user.Adrenaline_2 = user.Adrenaline_2 || 0;
user.Adrenaline_1 += 1;
user.Adrenaline_1 = user.Adrenaline_1.clamp(0, 3);
if (user.Adrenaline_1 == 1) {
user.Adrenaline_2 = 150;
}
if (user.Adrenaline_1 == 2) {
user.Adrenaline_2 = 200;
}
if (user.Adrenaline_1 == 3) {
user.Adrenaline_2 = 250;
}
user.setStateCounter(295, user.Adrenaline_2 + '%'); //295 is State number
</Custom Turn Start Effect>
<Custom Confirm Effect>
if (this.isHpEffect() && value > 0) {
if (user.Adrenaline_1 == 1) {
value = Math.ceil(value * 1.5);
} //first round Increases damage by 150%
if (user.Adrenaline_1 == 2) {
value = Math.ceil(value * 2.0);
} // 200%
if (user.Adrenaline_1 == 3) {
value = Math.ceil(value * 2.5);
} //300%
}
</Custom Confirm Effect>
<Custom Remove Effect>
user.Adrenaline_1 = 0;
user.Adrenaline_2 = 0;
<Custom Remove Effect>
 

Summer夏

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I think I can help you. I learned how to use a script to increase the attack.

<Custom Turn Start Effect>
user.Adrenaline_1 = user.Adrenaline_1 || 0;
user.Adrenaline_2 = user.Adrenaline_2 || 0;
user.Adrenaline_1 += 1;
user.Adrenaline_1 = user.Adrenaline_1.clamp(0, 3);
if (user.Adrenaline_1 == 1) {
user.Adrenaline_2 = 150;
user.Adrenaline_3 = user.atk * 1.5;
user.setAtk(user.Adrenaline_3);
}
if (user.Adrenaline_1 == 2) {
user.Adrenaline_2 = 200;
user.Adrenaline_3 = user.atk * 2.0;
user.setAtk(user.Adrenaline_3);
}
if (user.Adrenaline_1 == 3) {
user.Adrenaline_2 = 250;
user.Adrenaline_3 = user.atk * 2.5;
user.setAtk(user.Adrenaline_3);
}
user.setStateCounter(295, user.Adrenaline_2 + '%');
</Custom Turn Start Effect>

<Custom Remove Effect>
user.Adrenaline_1 = 0;
user.Adrenaline_2 = 0;
user.Adrenaline_3 = 0;
user.clearParamPlus();
</Custom Remove Effect>
 

ddblue

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This is wonderful ! I hadn't used Buffstates core, but I'll look into it now - thank you !
 

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