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- Jan 14, 2021
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- RMMV
Hey,
I have this skill that steals life and I need to set it as a successful steal (value +1) because actors combo attack deals damage to the equivalent number of steals.
The issue is "<Steal>" tag because it also forces me to steal gold and show a message which I don't need.
Can anyone help me to set this skill to add "user._successfulSteals += 1" without stealing actual items/gold/and showing a message about the item steal?
I tried removing "<Steal>" but I guess it breaks entire "<Custom Steal Success Effect>".
This is my entire skill notetag. Obviously using yanfly plugins.
This is my steal item skill, but I doubt you need this. Posting just in case.
Ant this is a combo, also, I don't think you need this.
Thank you!
I have this skill that steals life and I need to set it as a successful steal (value +1) because actors combo attack deals damage to the equivalent number of steals.
The issue is "<Steal>" tag because it also forces me to steal gold and show a message which I don't need.
Can anyone help me to set this skill to add "user._successfulSteals += 1" without stealing actual items/gold/and showing a message about the item steal?
I tried removing "<Steal>" but I guess it breaks entire "<Custom Steal Success Effect>".
Code:
<Steal>
<Custom Steal Success Effect>
// Create the count for the successful steals made.
user._successfulSteals = user._successfulSteals || 0;
// Increase the successful steals count.
user._successfulSteals += 1;
</Custom Steal Success Effect>
<HP Life Steal: 100%>
This is my entire skill notetag. Obviously using yanfly plugins.
Code:
<Cooldown: 10>
<Steal>
<Custom Steal Success Effect>
// Create the count for the successful steals made.
user._successfulSteals = user._successfulSteals || 0;
// Increase the successful steals count.
user._successfulSteals += 1;
</Custom Steal Success Effect>
<HP Life Steal: 100%>
<target action>
animation 1: target
wait: 28
action effect
wait: 28
animation 45: target
wait: 28
action effect
wait: 14
animation 43: target
</target action>
<Critical Rate Formula>
rate = user.cri + 0.8;
rate -= 1 - target.cev;
</Critical Rate Formula>
<before eval>
user.addState(31);
</before eval>
<after eval>
user.removeState(31);
</after eval>
This is my steal item skill, but I doubt you need this. Posting just in case.
Code:
<Cooldown: 3>
<Steal>
<Custom Steal Success Effect>
// Create the count for the successful steals made.
user._successfulSteals = user._successfulSteals || 0;
// Increase the successful steals count.
user._successfulSteals += 1;
</Custom Steal Success Effect>
<Before Eval>
var text = '<CENTER>';
if (!target._isItemStolen && target.isEnemy()) {
var rate = [1.0] + 1 - target.hpRate();
var items = [];
for (var i = 0; i < target.enemy().dropItems.length; i++) {
var dropItem = target.enemy().dropItems[i];
if (dropItem.kind === 1) {
items.push($dataItems[dropItem.dataId]);
} else if (dropItem.kind === 2) {
items.push($dataWeapons[dropItem.dataId]);
} else if (dropItem.kind === 3) {
items.push($dataArmors[dropItem.dataId]);
}
}
if (Math.random() < rate && items.length > 0) {
target._isItemStolen = true;
SoundManager.playUseItem();
var item = items[Math.floor(Math.random() * items.length)];
$gameParty.gainItem(item);
// text += 'Stole ' + item.name;
} else {
// text += 'Failed to steal';
}
} else {
// text += 'Already stolen'
}
// text += ' from ' + target.name() + '!';
//BattleManager.addText(text, 120);
</Before Eval>
<target action>
animation 42: target
wait: 144
action effect
wait: 44
</target action>
Ant this is a combo, also, I don't think you need this.
Code:
<Cooldown: 12>
<Action Cutin>
<Cannot Counter>
<Damage Formula>
// Get the number of successful steals from user.
var steals = user._successfulSteals || 0;
// Calculate the damage dealt.
value = ((steals+1) * ((a.atk + user.agi)*1.25)) / 2;
</Damage Formula>
<target action>
animation 48: target
wait: 28
action effect
</target action>
<Critical Rate Formula>
rate = user.cri + 0.8;
rate -= 1 - target.cev;
</Critical Rate Formula>
<before eval>
user.addState(29);
</before eval>
<after eval>
user.removeState(29);
</after eval>
Thank you!