shrinker1

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Hi please help me i dont know where to post and need help with buff like Pokemon system. I have been looking for weeks to no use.
 

shrinker1

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is this in the right place ?
 

HumanNinjaToo

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You may want to state exactly what kind of buff you are trying to recreate. By default, MV only lets you use buffs and debuffs for the 8 default stats, which are percentage based. As popular as Pokémon is, some people (me for example) have no knowledge of what Pokémon buffs are.

If you are talking about creating different kinds of states, a lot of that can be done in the default engine. If you want something extra special, you may need a plugin. For example, Yanfly website has a tips and tricks page on their website that explains how to recreate certain states (i.e. confusion) from the Pokémon series using some of the Yanfly plugins.

If possible just go into some detail about what exactly you're wanting help to create.
 

shrinker1

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Thanks, so the what im trying to do is make it buff the atk,m.atk,def,m.def. These buffs stack up to 6 and can be debuffed in the same system.
https://bulbapedia.bulbagarden.net/wiki/Statistic

also if you dont understand i will explain more like im ignoring natures and iv.
 

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The only way I know of to get buffs and states to stack that much in MV is by using Yanfly Buff & State Core. This plugin has a setting that allows you to put a cap on how many turns a buff/debuff/state can stack. Also, by default, a buff/debuff will raise/lower a stat by 25%. You could use a state to affect the stat in other ways though, so if you're looking for a different percentage or a flat value then using a state would be the way to go. Also, if you are looking for a state or buff to add its boost either additively or multiplicatively then you may need to use lunatic code some part of the eval with the plugin, I'm not %100 sure on that part without messing around a bit with the plugin. There is a Yanfly tips for the Pokémon skill Stockpile that allows the def buff to stack 3 times, and another skill uses the stacks to deal damage or something like that. You could probably modify the note tags to just have the def state stack, and then do something similar for other stat states.
 

shrinker1

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ok thanks i did try stockpile sometime a go but with all the stuff and (base + rate) * whatever got me confused. Is there a way to make it add debuff to the target and I have tried http://www.yanfly.moe/wiki/Buffs_&_States_Core_(YEP) buti t just got me confused even more. I think the only way to solve my problem is find a formula for this : https://www.serebii.net/games/stats.shtml
or making it by 16% 6 stacks sorry for my inconveniencing.

also the link is for the first chart
 

HumanNinjaToo

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From my understanding the Stockpile notetag is allowing the stacking effect and the remove effect only. So applying the state numerous times will allow a stack to be created up to a limit of 3. When the state is removed from the target, all stacks are removed with it. This, I believe, leaves the state open to do with what you will.

You can edit the custom apply effect to cap at 6 if that's what you want.

Code:
<Custom Apply Effect> 
// Default the stockpile stacks to 0. 
user._stockpile = user._stockpile || 0; 
// Increase the stockpile stack by 1 user._stockpile += 1; 
// Cap the stockpile stack at 6 
user._stockpile = Math.min(user._stockpile, 6); 
// Update the state counter for the stockpile stack 
user.setStateCounter(stateId, user._stockpile); 
</Custom Apply Effect> 
<Custom Remove Effect> 
// Set the user's stockpile stack to 0 
user._stockpile = 0; 
// Update the state counter for the stockpile stack 
user.setStateCounter(stateId, user._stockpile); 
</Custom Remove Effect>
 

shrinker1

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thanks ill test it out and get back later
 

HumanNinjaToo

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Okay maybe I was confused by what you are asking for.

Are you asking for a 'buff/debuff' in which the percentage gains stack (i.e. first application adds .25% increase, second application adds an additional .25%, etc.)?

If this is the case you could use a state that adds each percentage gain (i.e. state 1 raises the stat by 1.25%, state 2 raises the stat by 1.5%, etc) separately; then, when the next tier of state is applied the last one is removed.

On the states tab, under traits, you can add a % boost to a parameter.

If you use Yanfly Skill Core, you could use lunatic code:

<Before Eval>
code
code
</Before Eval>

In the code portion, you could use an if/else statement to check if target is affected by a state. In this way, you could check if the target has the first tier state applied and if not add tier 1 state; if tier 1 state is applied then remove it and add tier 2 state; etc.

Is this perhaps more along the lines of what you are wanting to do?
 

shrinker1

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yes if not already removed by debuff
 

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Okay, so let me start by saying that I have not had a chance to test this yet, because I'm at work, but in theory this should work. You need Yanfly plugins for this to work: Buff & States Core, which I believe you also need Yanfly Battle Core for that to work.

So let's say that State X is your tier 1 'buff' state and increases ATK * 1.1, State Y is your tier 2 'buff' state and increases ATK *1.2, and State Z is your tier 3 'buff' state and increases ATK * 1.3. So each tier adds an additional 10% to ATK. This lunatic code should check if state X is applied to the target, if not, then State X will be applied, thus giving the target ATK * 1.1; if State X is applied then State X is removed and State Y is applied, thus giving the target the next tier of ATK * 1.2; this should essentially mimic an ATK buff that stacks the more you cast it on the target.

Code:
<Before Eval>
//Check if target has State X applied then remove State X and add State Y
if (target.isStateAffected(x)) {
  target.removeState(x);
  target.addState(y);

//Check if target has State Y applied then remove State Y and add State Z
} else if (target.isStateAffected(y)) {
  target.removeState(y);
  target.addState(z);

//Will add State X if State X is not already applied
} else {
  target.addState(x);
}
</Before Eval>

If this works as intended, then you can add additional else if statement for as many states as you would like to check for. Hopefully it works for you.
 

shrinker1

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So I think this will work but im not following on the execution of it. the code <before eval> code goes in the skill will add 3 different states by stacks. So example the state x is parameter attack * 1.1% and so on ?

Code:
<Before Eval>
//Check if target has State X applied then remove State X and add State Y
if (target.isStateAffected(34)) {
  target.removeState(34);
  target.addState(35);

//Check if target has State Y applied then remove State Y and add State Z
} else if (target.isStateAffected(35)) {
  target.removeState(35);
  target.addState(36);

//Will add State X if State X is not already applied
} else {
  target.addState(34);
}
</Before Eval>
 

HumanNinjaToo

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Sorry, to correct myself, you also need Yanfly Skill core. The code would work before the skills traits would be evaluated.

The code would be placed in the skills note tag box. It does not add 3 different states at once. It is not adding stacks in the strictest sense. It is basically set up to give the impression of stacks of one state, but is really using multiple states to get the desired effect. So for instance, you would probably name your states this way: ATK Up 1, ATK Up 2, ATK Up 3, etc.

If you tried it using this without having Yanfly Skill core it will definitely not work. Sorry about that.

edit: I did not bring my laptop to work with me, so I cannot check until later this evening. If you do not get it working by then, I will be able to get into MV when I am home and I can set this up myself and provide screen shots.
 

shrinker1

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i did please no rush but screenshots would be very helpful.
 

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skillscreen.png

I have tested the code and it works fine. Here is where you enter the code, the skills note tag box. I used the default states of poison, blind, and silence. When I first cast the skill poison was inflicted on the target, second cast removed poison and added blind, and third cast removed blind and added silence. As mentioned before, you need Yanfly Skill Core, Buff and States Core, and of Yanfly Battle Engine plugins. What it does not do is refresh the state's turn count when each new state is applied, so if that's how you want to work, you'll have to add that into the code.
 

shrinker1

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Thanks so much it will work , I appreciate you taking your time to help me.
 

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