- Joined
- Feb 18, 2017
- Messages
- 116
- Reaction score
- 40
- First Language
- French
- Primarily Uses
- RMVXA
Hi, I have a problem with my state alterations.
I would like to make a system that groups buffs into state alterations, whose icons are modified with each change of alteration. For example, you take a buff one notch in attack, it puts you 110% altered, if you take a buff again it puts you 120%. But if you take a three-step debuff, you go from 120 to 91%. Each time with the corresponding icons.
Why don't I use the basic VX Ace buff system?
So each of these buff situations is a state alteration. Here is the list:
7 : 130%
6 : 120%
5 : 110%
4 : 100%
3 : 91%
2 : 83%
1 : 77%
Here's my problem: I want to use a technique that lowers a stat a notch. Here is the content of my damage formula in the database:
Yes, I have tested it and it works.
But normally, if it has ATK + 20%, it should go to ATK + 10%.
And it doesn't work, it stays at ATK+20%, and I don't understand. It drives me crazy. I don't find a solution.
I would like to make a system that groups buffs into state alterations, whose icons are modified with each change of alteration. For example, you take a buff one notch in attack, it puts you 110% altered, if you take a buff again it puts you 120%. But if you take a three-step debuff, you go from 120 to 91%. Each time with the corresponding icons.
Why don't I use the basic VX Ace buff system?
- Because I want alterations of indefinite duration and buffs are limited
- The icon does not change beyond 2 buffs and I have 3 buffs
- My buffs do not change a specific parameter, but a xparam so not directly configurable from the software interface, or if it is possible I have not found how to do it.
So each of these buff situations is a state alteration. Here is the list:
7 : 130%
6 : 120%
5 : 110%
4 : 100%
3 : 91%
2 : 83%
1 : 77%
Here's my problem: I want to use a technique that lowers a stat a notch. Here is the content of my damage formula in the database:
Which means:!b.states.include?(52) & b.states.include?(51);b.add_state(50) & b.remove_state(51) & b.remove_state(52) & b.remove_state(53) & b.remove_state(54) & b.remove_state(55);nil
b.states.include?(52);b.add_state(51) & b.remove_state(52) & b.remove_state(50) & b.remove_state(53) & b.remove_state(54) & b.remove_state(55);nil
Logically, if when the effect arrives the target has ATK+30%, it goes to ATK+20%.If the target does not have ATK +30% and has ATK+20% then the target gains the alteration ATK+10% and loses ATK+20% ATK+30% ATK-23% ATK-17% ATK-9%, if the conditions are not met, nothing happens.
If the target has ATK+30% then it gains ATK+20% and loses ATK+30% ATK+10% ATK-23% ATK-17% ATK-9%, if the conditions are not met, nothing happens.
Yes, I have tested it and it works.
But normally, if it has ATK + 20%, it should go to ATK + 10%.
And it doesn't work, it stays at ATK+20%, and I don't understand. It drives me crazy. I don't find a solution.
