Scripting Help! Trying to create a range of possible status effects

Sinvergil

Villager
Member
Joined
Apr 10, 2012
Messages
17
Reaction score
7
Primarily Uses
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!!!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,476
Members
137,824
Latest member
dobratemporal
Top