silent_drew

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This is probably a really simple thing, but how do I do the following

-Character A has buffs to a stat
-Character A attacks an Enemy

(here's the bit I can't seem to figure out)
-Character A loses the buffs to their stat.
 

BottleCapGames

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How long is the auto removal on your state/effect?
 

silent_drew

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How long is the auto removal on your state/effect?

I'm not trying to remove a state/effect, that would be fairly easy as RPGMaker handles those separately. I also can't use states for this as those don't stack.

As it is I have the buff set to last 99 turns, since that's long enough for it to last until it gets removed.
 

bgillisp

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I've moved this thread to MV Support. Thank you.


What most people do is make a buff only last until the next action. Use it or lose it. Otherwise, you can use the damage formula to remove the buff, but I don't remember the code for that. May have to search for the thread on damage formula (for MV, as ACE is different) and see what is mentioned there.
 

silent_drew

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[move]MV Support[/move]
What most people do is make a buff only last until the next action. Use it or lose it.
I thought about doing that, but given the choice I'd prefer to allow the effect to stack, in order to give more flexibility to the players.
 

Doktor_Q

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If you're using the buff / debuff system and not states, I'm fairly sure applying a new buff will overwrite the old duration- so using another "buff until next turn" effect should stack and extend it until the next turn.
 

silent_drew

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If you're using the buff / debuff system and not states, I'm fairly sure applying a new buff will overwrite the old duration- so using another "buff until next turn" effect should stack and extend it until the next turn.

1) that doesn't work.

2) even if it did, it wouldn't solve the issue of targeting, I need to target the character using the skill with the buff removal, but by default RPGmaker only allows targeting the target of the skill.
 

Doktor_Q

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In a damage formula, you can remove the user's buff via "a.removeBuff(#); [actual damage formula here]" where the # should be the numeric ID of the stat being buffed. You'd need to put this for every single attack formula, though.
 

silent_drew

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Nevermind, I figured out how to do it with Yanfly's Action Sequences.
 

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