Overtime Effects (States)

Kaliya

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Anima - Overtime Effects v1.05
by Liquidize​
Introduction
This is a plugin that enables you to create states that have effects that are applied over time. Thus allowing for Damage, and healing over time states. This was created due to some issues with already made plugins such as compatibility. This plugin allows you to damage or heal HP,MP, or even TP. It has support for effects to be tick based, which is useful for ATB/CTB and other tick based battle systems, or just apply the effect when the turn ends. States are able to have more than one effect, if you so choose.
 

Features
- Add effects to states that apply over time or at the end of turns.
- Affect the targets MP,HP, or even TP.
- Allows you to use custom formulas
- Allows you to specify if the damage should be the same each tick.
- ATB/CTB Support (Currently only Yanflys).

Video
coming soon!
 
How to Use
See help for detailed instructions and how-to
 
Script v1.05
http://anima.mintkit.lol/overtime-effects/

FAQ
 
Q: what are the requirements?
A: It is built upon Yanflys battle system, so it requires that for the time being if you want your effects to be tick based.
 
Q: Does this work with Yanflys plugins?
A: Yes, as does all my plugins.
 
Q: Can i request features?
A: I suppose so.

Credit and Thanks
- Liquidize
 
Terms of Use:
This script is free for commercial and non-commercial use, just credit Liquidize or "Anima Framework" in your credits  :) .
 
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Riff

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Been waiting for this. Gonna try it out! :)
 

ToastyCheese

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Out of curiosity, any chance of adding other stats to the formulas, like attack or m.attack?  

For instance -

  a progressive Debuff that reduces defense by 1 stage each tick

  a buff that grants 5 stages of attack increase that decay each turn

Not to say that I don't love what's here - it's lovely. I'm interested to see if it will be taken further is all :3
 

Kaliya

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Out of curiosity, any chance of adding other stats to the formulas, like attack or m.attack?  

For instance -

  a progressive Debuff that reduces defense by 1 stage each tick

  a buff that grants 5 stages of attack increase that decay each turn

Not to say that I don't love what's here - it's lovely. I'm interested to see if it will be taken further is all :3
Depends on what the people what, I don't mind adding other stats if a few people want it.

EDIT: I've updated the plugin to v1.01 which fixed an 'undefined' error if you didn't have my StatesCore plugin, you should be able to use this just fine if you aren't using it now.
 
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wrigty12

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Would it be possible to allow these state to have a chance to add new states to the inflicted enemy/actor? For example I want to do "Field" attacks that have a change to inflict states to enemies.

I posted for a request a while ago, and here is that description:

"I am looking for a way to have a "skill" linger on the field for a certain amount of turns, possibly applying at the end or beginning of each round.

Example:

Actor uses the skill "Fire Field". For the next 3 turns, there is a 33% chance that all enemies gain the "Burn" state. After 3 turns, the "Fire Field" skill subsides.

Example2:

Actor uses the skill "Healing Field". For the next 3 turns, there is a 50% chance that all allies gain a set amount or percent of HP. After 2 turns, the "Healing Field" skill subsides."
 

Janusz

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Would it be possible to allow these state to have a chance to add new states to the inflicted enemy/actor? For example I want to do "Field" attacks that have a change to inflict states to enemies.

I posted for a request a while ago, and here is that description:

"I am looking for a way to have a "skill" linger on the field for a certain amount of turns, possibly applying at the end or beginning of each round.

Example:

Actor uses the skill "Fire Field". For the next 3 turns, there is a 33% chance that all enemies gain the "Burn" state. After 3 turns, the "Fire Field" skill subsides.

Example2:

Actor uses the skill "Healing Field". For the next 3 turns, there is a 50% chance that all allies gain a set amount or percent of HP. After 2 turns, the "Healing Field" skill subsides."
Try b.addState(X) / or a.addState(X) in formula,

<Formula>

var abc = Math.floor(Math.random() *10);

if (abc > 5) {

value = a.addState(X);

}

</Formula>

otherwise I think you need Yami Inective States plugin/script

http://forums.rpgmakerweb.com/index.php?/topic/50203-infective-state/?hl=%2Binfective+%2Bstates

Example:

You cast Fire Field skill on all enemies wchich inflict a blank state with notetag:

<Infect Allies X, 1, 33%>

X is your Burn state in all above examples

for healing\burn states use this script

example notetag should work

<Overtime Effect>

STAT: HP

HEAL: TRUE

<Formula>

value = a.mhp /  2;

</Formula>

<Overtime Effect>
 
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wrigty12

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Hm. I tried your way and all it did was have "0" pop up and made the enemies disappear.

For Yami's plugin, I cannot use it because it causes things to go crazy and break in a battle (I auto win, cant select enemies either with/without a state added by Infection, etc..)

EDIT

Turns out, if you just put b.addState() in the Formula tags, not making value equal it, then it all works out! (This makes sense, because the addState being a value isnt a number so it confuses JavaScript. But running just a simple eval of everything before it would easily do anything a normal function would do!)
 
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Mirai Ko

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 I'm not sure if I missed it, but what determines how many ticks are in between the effect applying?  Is it the same amount set for turns in Yanfly Battle Engine Core?

 Also, would it be possible to set individual tick update counts for each state?
 

Kaliya

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 I'm not sure if I missed it, but what determines how many ticks are in between the effect applying?  Is it the same amount set for turns in Yanfly Battle Engine Core?

 Also, would it be possible to set individual tick update counts for each state?
It is the same amount as you have set for turns in Yanfly Battle Engine Core, correct.

In regards to individual tick update counts, not at this time, nor is it planned due to how tick updating works.
 

Kaliya

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I've updated this to v1.02 (see opening post), which fixed a bug where if a battler died via an overtime effect, they would not collapse or get the death state.
 

Targaryen

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Could you add a Method to evaluate how many times has been applied the effect? it would be useful to make overtime effects that apllies the effect each 3 ticks, for example
 

Kaliya

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I can look into it but no guarantees.
 

Kaliya

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I've updated the script to v1.03, which fixes an issue where effects would still be applied to dead targets. Please follow the link in opening post to get it.
 

clitvin

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I tried the following state and it pops up 0, one time then does nothing..

<Overtime Effect>

VARIANCE: 20

STAT: HP

ELEMENT: 10

SAME DAMAGE: true

<Formula>value = a.mat;</Formula>

</Overtime Effect>
 

Kaliya

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I tried the following state and it pops up 0, one time then does nothing..

<Overtime Effect>

VARIANCE: 20

STAT: HP

ELEMENT: 10

SAME DAMAGE: true

<Formula>value = a.mat;</Formula>

</Overtime Effect>
This bug has been fixed you can get the updated version from the links in the opening post, however you have another issue with your thing anyway. Formula is read line by line, your formula will not be read because you have it on 1 line (this is due to how formulas are parsed. Please change  your note tags to be like so: 

<Overtime Effect>

VARIANCE: 20

STAT: HP

ELEMENT: 10

SAME DAMAGE: true

<Formula>

value = a.mat;

</Formula>

</Overtime Effect>
 
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hadecynn

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I'm not sure if this is a problem in the plugin or if I'm missing something, but it seems like the damage effect of the overtime state is stacking and there's no way to stop it from doing so. Here's what I have in my State:

<Overtime Effect>

STAT: HP

VARIANCE: 5

<Formula>

value = 100;

</Formula>

</Overtime Effect>

Right now, if I apply this state to the enemy in the first turn, it will take 95-100 damage at the end of the turn, but if I use the same skill on the second turn, the enemy now takes 190 - 210 damage at the end of that turn, and the effect will keep stacking, which ends up making this extremely overpowered. (Note that this seems to operate independently from state duration reapplication. I've played around with all three different types of reapply rules and they are working properly in terms of duration.

Any idea what I'm doing wrong or if this is a bug? Thanks!
 

Kaliya

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It is not necessarily a bug per say as a lot of games have stacking states, but it is an issue since it isn't turn-off-able, so I will look into a patch for this.
 

Kaliya

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I'm not sure if this is a problem in the plugin or if I'm missing something, but it seems like the damage effect of the overtime state is stacking and there's no way to stop it from doing so. Here's what I have in my State:

<Overtime Effect>

STAT: HP

VARIANCE: 5

<Formula>

value = 100;

</Formula>

</Overtime Effect>

Right now, if I apply this state to the enemy in the first turn, it will take 95-100 damage at the end of the turn, but if I use the same skill on the second turn, the enemy now takes 190 - 210 damage at the end of that turn, and the effect will keep stacking, which ends up making this extremely overpowered. (Note that this seems to operate independently from state duration reapplication. I've played around with all three different types of reapply rules and they are working properly in terms of duration.

Any idea what I'm doing wrong or if this is a bug? Thanks!
I believe I've fixed this in the new v1.05 (you can get it via the link in opening post). This new version hads 2 new note tag attributes.

Stack Effect: true/false = Determines whether the effect can stack in intensity, if left out it is assumed the effect cant.

Stack Max: NUMBER_1_OR_HIGHER = Determines the max amount of time an effect can stack in intensity, if left out it is assumed there is no stack limit.

See the help file for more detailed info on how to use them.

Please let me know if this doesn't fix your issue, it seems to fix it for me but you never know.
 

hadecynn

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I believe I've fixed this in the new v1.05 (you can get it via the link in opening post). This new version hads 2 new note tag attributes.

Stack Effect: true/false = Determines whether the effect can stack in intensity, if left out it is assumed the effect cant.

Stack Max: NUMBER_1_OR_HIGHER = Determines the max amount of time an effect can stack in intensity, if left out it is assumed there is no stack limit.

See the help file for more detailed info on how to use them.

Please let me know if this doesn't fix your issue, it seems to fix it for me but you never know.
Thanks Liquidize!

I ran a few tests. The Stack Effect: true/false works like a charm but I can't seem to get the Stack Max to work; even after I set a number for Stack Max, it still stacks indefinitely. Here's what I have in my tags. I've tried moving around Stack Max within the bracket and also changing the number value, but that didn't do anything. 

<Overtime Effect>

HEAL: true

STAT: HP

VARIANCE: 5

STACK EFFECT: true

STACK MAX: 2

<Formula>

value = 100;

</Formula>

</Overtime Effect>

---

On a separate note, there's something else I observed. For some reason, the custom overtime effects doesn't seem to tick during the turn that the State falls off. Using my above Regen state as an example, by adding a MP regeneration effect under the default engine's Trait section (Ex-Parameter MP Regen), the following happens: (assume the state lasts 3 turns)

Turn 1: Cast Regen, State icon appears with counter at 3.

End Turn 1: HP tick (overtime effect), MP tick (default engine), State counter goes down to 2.     <--- working as intended

End Turn 2: HP tick (overtime effect), MP tick (default engine), State counter goes down to 1.     <--- working as intended

End Turn 3: NO HP tick, MP tick (default engine), State expires, icon disappears.                        <--- HP tick not working as intended

This is on the DTB system. I haven't tested it in Yanfly's ATB/CTB yet. 
 
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Kaliya

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Sorry about that, there was an issue with the regular expression for that note tag. I've fixed this in an updated version which you can again get from opening links. I've also added something that should fix the issue you just reported with the tick not being applied on the final turn under DTB. The final tick is now applied when the state is removed if you are not using tick based effects.
 

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