- Joined
- Apr 10, 2012
- Messages
- 17
- Reaction score
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I'm currently fiddling around with a troop event using the following script call:
if ($gameParty.members()[0].isStateAffected(499) && !$gameParty.members()[0].isStateAffected(246)) {
$gameTroop.members()[0].forceAction(238, 0);
BattleManager.forceAction($gameTroop.members()[0]);
}
So basically if the actor in index 0 has state 499 but does not have state 246, then enemy in index 0 will use an attack skill#238 on index party member 0.
What I'm trying to change is the first part where it checks if the actor is state affected and make it so that there's a number of possible states that can satisfy the condition (for example lets say any state between # 400 and 500 will do the trick for the first part). I've tried many different things such as $gameParty.members()[0].isStateAffected(400, 500), $gameParty.members()[0].isStateAffected(400..500) and a bunch of other things but I can't seem to figure out how to create this range of possible states. Any help would be greatly appreciated!!!
if ($gameParty.members()[0].isStateAffected(499) && !$gameParty.members()[0].isStateAffected(246)) {
$gameTroop.members()[0].forceAction(238, 0);
BattleManager.forceAction($gameTroop.members()[0]);
}
So basically if the actor in index 0 has state 499 but does not have state 246, then enemy in index 0 will use an attack skill#238 on index party member 0.
What I'm trying to change is the first part where it checks if the actor is state affected and make it so that there's a number of possible states that can satisfy the condition (for example lets say any state between # 400 and 500 will do the trick for the first part). I've tried many different things such as $gameParty.members()[0].isStateAffected(400, 500), $gameParty.members()[0].isStateAffected(400..500) and a bunch of other things but I can't seem to figure out how to create this range of possible states. Any help would be greatly appreciated!!!
