I'm having a small issue with Slip Damage EX v1.05. I'm trying to create a formula that checks an enemies id and then does damage based on that. This is what I have.
<U_SLIP_HP_START>
[3, 4, 6].include?(b.enemy_id) ? b.hp*0.07 : b.hp*0.1
<U_SLIP_HP_END>
The formula works perfectly fine in a skill formula box but for some reason the script keeps throwing this error when I use it in a state's Notetag.
NoMethod Error Occurred enemy_id for #<Game_Actor:0x8e35d20>
I'm curious if anyone else has had problems with this script and the formula's I can't seem to get but the most basic formula to work in this script. Even the one example the script supplies seems to throw an error :
<SLIP_HP_START>
(a.actor? 200 : 100)
<SLIP_HP_END>
I've searched around and can't really find any other post that mention bugs or problems with this this script so maybe I'm doin something wrong any advice would be great.
BTW; I'm running this in a new project with no other scripts and the script can be found here
http://lescripts.wordpress.com/rgs33/slip-damage-ex/
Seems like it works fine with my formula unless the state is applied to an actor then it crashes when it goes to process the slip damage.
So I'm curious if there is a way to write a formula for this script that would evaluate the database_id that would apply to both game_actor and game_enemy that wouldn't crash the script.
Well I found a workaround to achieve what I wanted. Using Yanfly passive states I apply a hidden boss state then use this in the state notebox:
<U_SLIP_HP_START>
b.state?(X) ? formulaA : formulaB
<U_SLP_HP_END>
This checks for the hidden boss state and then applies my slip damage based on if it has the boss state or not. This doesn't cause the script to crash when either a actor or enemy get's the state applied and so now I have a single state that can apply different slip damage rates for certain enemies types such as boss or element based.
Well meh I solved my own problem sorta so I guess you can close this thread at least its here if anyone else has the problem.