silent_drew

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
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

Eventing Overlord
Veteran
Joined
Aug 19, 2017
Messages
63
Reaction score
34
First Language
English
Primarily Uses
RMMV
How long is the auto removal on your state/effect?
 

silent_drew

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
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

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,956
Reaction score
14,802
First Language
English
Primarily Uses
RMVXA

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

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
[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

I'm not a real doktor, but I am a real Q
Veteran
Joined
Aug 1, 2016
Messages
881
Reaction score
573
First Language
English
Primarily Uses
RMMV
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

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
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

I'm not a real doktor, but I am a real Q
Veteran
Joined
Aug 1, 2016
Messages
881
Reaction score
573
First Language
English
Primarily Uses
RMMV
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

Veteran
Veteran
Joined
Aug 18, 2017
Messages
39
Reaction score
1
First Language
English
Primarily Uses
RMMV
Nevermind, I figured out how to do it with Yanfly's Action Sequences.
 

Latest Threads

Latest Profile Posts

I'm gonna put my project on pause for a tiny bit so I can explore the engine outside of it... Winging it can only get you so far LMFAO
Have seen some of my favorite people here posting and helping others with questions today -- love to see it!
Haven't been on here actively in awhile, project is going strong my biggest issue is the STORY, i'm refining the plot and learning so much i decided to take a writers class to improve even more but the programming and functionality of the game is stepping up nicely!
Hi everyone! Here's what I'm working on today! It's one of the dorms on campus. I know I said I wouldn't use assets but I reused a few things from the cafeteria hehe.
FCuxBOMXMAICK5e
I added a little squish effect when characters change direction to try and make things a bit more lively. Though it's a bit hard to see on the fast moving guys.
2f4fiuy.gif

Forum statistics

Threads
116,126
Messages
1,095,983
Members
151,537
Latest member
Anrirck
Top