- Joined
- Sep 23, 2019
- Messages
- 260
- Reaction score
- 380
- First Language
- German
- Primarily Uses
- RMMV
I'm still not sure how to title this, so here is what I mean:
An enemy inflicts a state on an actor. I want the enemy to be stunned as long as the actor keeps being in this state.
So I created a skill using Yanfly's Action Sequences that inflicted said State A to the Target and State B on the Caster. State B makes the enemy unable to move. Both states have the same duration, so if they wear of naturally they do so at the same time.
But what if the actor with State A dies or is cured? How do I check this and make State B on the original caster disappear? I could do something using battle events, but I think this will only work if there is just one enemy able to use this skill and my battle events are pretty cramped already, so I figured I'd rather use Yanfly's Buffs & States Core to do something like this:
Unfortuantely I don't know how to refer correctly to the unit the state is inflicted on, nor at which time I should apply this effect, how to make State B wear of, when State A is cured or if this is the right approach at all.
An enemy inflicts a state on an actor. I want the enemy to be stunned as long as the actor keeps being in this state.
So I created a skill using Yanfly's Action Sequences that inflicted said State A to the Target and State B on the Caster. State B makes the enemy unable to move. Both states have the same duration, so if they wear of naturally they do so at the same time.
But what if the actor with State A dies or is cured? How do I check this and make State B on the original caster disappear? I could do something using battle events, but I think this will only work if there is just one enemy able to use this skill and my battle events are pretty cramped already, so I figured I'd rather use Yanfly's Buffs & States Core to do something like this:
<Custom Action End Effect>
if(user.isDead()) {
origin.removeState(59);
}
</Custom Action End Effect>
Unfortuantely I don't know how to refer correctly to the unit the state is inflicted on, nor at which time I should apply this effect, how to make State B wear of, when State A is cured or if this is the right approach at all.