Hey, folks. Got a little script request for good old RMXP. I'm using a DoT/HoT script currently where you can set a static number or % for HP/MP damage or healing, which is worlds better than the default poison state, but still limited. I want DoT skills that scale with my characters, and don't just take off a specific chunk of HP so they can be balanced on bosses and the like. So, the request in a nutshell: I would like certain states to cast a certain skill on the afflicted target every turn. To compare to a normal poison state, at the start of the afflicted target's action, instead of a flat damage number popping up there, a skill would be forced on them instead, with the animation, but not the name (so poison dealing damage won't say the name of the associated skill up top when the target acts). Basically, I want it to appear as close to a normal slip damage state as possible, with the damage popping up, but with the skill animation being visible as well (if the associated skill has an animation set). Here's what I'm looking for in point form if that makes it easier: > States casting skills each turn they are active (in the script, setting up the states and their skills as a "when x then y" kind of deal would be easiest to edit I think?). > No skill name display, but an animation if that skill has one set. > A way to keep track of who applied the state to who (essential, since A applying poison to B would execute like A using the skill on B every turn, which requires a user and target for damage processing and all that) Not sure how difficult this will be to get set up, but hopefully it's possible. Having states cast skills each turn would open up a whole host of battle possibilities outside of poison damage. You could do healing, group damage, different stat buffs/debuffs, etc. If you need any clarification at all, please let me know. Thanks in advance!