- Joined
- Mar 15, 2015
- Messages
- 233
- Reaction score
- 27
- First Language
- English
- Primarily Uses
- RMMV
So recently Yanfly came out with a tips and tricks for a Stockpile effect. You can stock up stacks to be consumed with abilities.
Yanfly Stockpile
http://yanfly.moe/2017/02/15/tips-tricks-stockpile-pokemon-rpg-maker-mv/#more-4848
Yanfly Consume Stacks
http://yanfly.moe/2017/02/17/tips-tricks-stockpile-spit-up-pokemon-rpg-maker-mv/#more-4855
I'm trying to build a state that adds a charge each turn, and then a skill that will consume all stacks and have a different effect based on stacks consumed.
My passive state doesn't seem to want to build up stacks.
Passive State - Temporal Anomaly:
<Custom Turn Start Effect>
// Default the temporal stacks to 0.
user._temporal = user._temporal || 0;
// Increase the temporal stack by 1
user._temporal += 1;
// Cap the temporal stack at 9
user._temporal = Math.min(user._temporal, 9);
// Update the state counter for the temporal stack
user.setStateCounter(stateId, user._temporal);
</Custom Turn Start Effect>
I haven't exactly built the skill yet because I haven't been able to get the state working.
Skill - Time Freeze:
<Custom Execution>
// If the temporal stack is 1-3
if (user._temporal === 1) { - I have no idea what to change the "=== 1" to.
user.addState(915);
// If the temporal stack is 4-6
} else if (user._temporal === 4) { - I have no idea what to change the "=== 4" to.
user.addState(916);
// If the temporal stack is 7-9
} else {
user.addState(917);
}
</Custom Execution>
<After Eval>
// Reduce stacks back to 1.
(No idea what to put here)
</After Eval>
I barely grasp how to use Javascript, so any help would be appreciated.
Yanfly Stockpile
http://yanfly.moe/2017/02/15/tips-tricks-stockpile-pokemon-rpg-maker-mv/#more-4848
Yanfly Consume Stacks
http://yanfly.moe/2017/02/17/tips-tricks-stockpile-spit-up-pokemon-rpg-maker-mv/#more-4855
I'm trying to build a state that adds a charge each turn, and then a skill that will consume all stacks and have a different effect based on stacks consumed.
My passive state doesn't seem to want to build up stacks.
Passive State - Temporal Anomaly:
<Custom Turn Start Effect>
// Default the temporal stacks to 0.
user._temporal = user._temporal || 0;
// Increase the temporal stack by 1
user._temporal += 1;
// Cap the temporal stack at 9
user._temporal = Math.min(user._temporal, 9);
// Update the state counter for the temporal stack
user.setStateCounter(stateId, user._temporal);
</Custom Turn Start Effect>
I haven't exactly built the skill yet because I haven't been able to get the state working.
Skill - Time Freeze:
<Custom Execution>
// If the temporal stack is 1-3
if (user._temporal === 1) { - I have no idea what to change the "=== 1" to.
user.addState(915);
// If the temporal stack is 4-6
} else if (user._temporal === 4) { - I have no idea what to change the "=== 4" to.
user.addState(916);
// If the temporal stack is 7-9
} else {
user.addState(917);
}
</Custom Execution>
<After Eval>
// Reduce stacks back to 1.
(No idea what to put here)
</After Eval>
I barely grasp how to use Javascript, so any help would be appreciated.

