I want damage to enemy at turn start with actor state using BuffsStatesCore(YEP)

Dehsalp

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Hi !

I want make a support skill.
This skill has add state to actor it self.

And this state is an effect that uses the damage formula to attack an enemy without consuming the actor's turn at the start of the turn.

ex) Actor A using skill [1] and add state [a], and next turn start attack animation or not and attack to enemy.
And this state damage has damage fomular.

<Custom Turn Start Effect>
code
code
</Custom Turn Start Effect>

I think can use this and will work, but I don't know how to write it.
For reference, I also use YEP_BattleEngineCore.

sorry to poor english.

can help me?
 

Genbissal

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Hi again :)

I couldn't make it at the start of the turn, but the code I'll send will make an attack at the end of it, it helps?

JavaScript:
<Custom Initiate Effect>

   user.forceAction(1, target);
   BattleManager.forceAction(user);

</Custom Initiate Effect>
 

Dehsalp

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Hi again :)

I couldn't make it at the start of the turn, but the code I'll send will make an attack at the end of it, it helps?

JavaScript:
<Custom Initiate Effect>

   user.forceAction(1, target);
   BattleManager.forceAction(user);

</Custom Initiate Effect>
Um... yeah! in some ways, it is a work.
Can change this damage to some damage fomular ?
I think 『user.forceAction (1, target);』 change from 1 to another number, the skill activate skill ID, but it has a different damage formula than a normal attack.
And this is show text one more attack text like Acor A attack! OOOdamage!
Can change this text too? only state attack text.

ex)
In this case, Actor A has 50 attack stat but he has very strong friend.
So if use skill, then add state in Actor A, and this friend has 500 attack stat.
Next turn, Actor A attack and damage to enemy 50.
And state friend attack to enemy, damage 500.

I think I can bypass it by creating additional skills and adding them, but it seems to be a bit inefficient.
Because similar to this, there are a lot of skills to give stats.

I'm sorry that English is a little messy.
Did you understand?


+
Oh, and one more.
Can show up the picture if state like that?
And if state removed picture too.
 
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Genbissal

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About changing the attack: you probably already did it, but yes, you can change the number to any skill ID that has a different damage formula.

About the text: you can get rid of it if the skill you put doesn't have a text. We are forcing an action, so it do the entire action, texts and all, and with this code we can't manipulate it much :(

About making the friend attack: try to change "user" to "origin" in both lines.

Haven't tested here yet, but i think it may work. I'll test later on too!

About the pics: yes, you can show up some animation for when the state is applied:

JavaScript:
<Custom Apply Effect>
    
target.startAnimation(ID of the animation you want);

</Custom Apply Effect>

Or removed:

JavaScript:
<Custom Remove Effect>

target.startAnimation(ID of the animation you want);

</Custom Remove Effect>

If you want the same animation when the state is removed naturally (by time, and not forced), change the "Remove" to "Leave" on the code above.
 
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Dehsalp

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About changing the attack: you probably already did it, but yes, you can change the number to any skill ID that has a different damage formula.

About the text: you can get rid of it if the skill you put doesn't have a text. We are forcing an action, so it do the entire action, texts and all, and with this code we can't manipulate it much :(

About making the friend attack: try to change "user" to "origin" in both lines.

Haven't tested here yet, but i think it may work. I'll test later on too!

About the pics: yes, you can show up some animation for when the state is applied:

JavaScript:
<Custom Apply Effect>
   
target.startAnimation(ID of the animation you want);

</Custom Apply Effect>

Or removed:

JavaScript:
<Custom Remove Effect>

target.startAnimation(ID of the animation you want);

</Custom Remove Effect>

If you want the same animation when the state is removed naturally (by time, and not forced), change the "Remove" to "Leave" on the code above.
I change " user " to " origin " like this

<Custom Initiate Effect>
origin.forceAction(1, target);
BattleManager.forceAction(origin);
</Custom Initiate Effect>

Right?

Thank you, but still the message that the Actor with the state is attacked and the damage is entered according to the Actor's attack stat.
Ex) Actor A attack !
I may not understand, but first let me tell you like this.

1. This "Friend" does not actually exist in actors or other data.
2. Appears only when a stat is given, and uses the damage formula used only by "Friend".
3. When attacking, the text should not show the actor's name, but the feeling that "Friend" attacked.
4. It should be an image, not an animation. However, this seems to be a problem solved if I make it with a switch. But thanks for the animation, this was also necessary.

I should have learned a little more English.
 

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