Do you know a code that can do my request ?

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Grumphlu

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Hi Everyone !

I'm using Yanfly Plugins (Battle Core, Buff and Sate etc...)

I'm trying to do a state that win stacks and each stack will up the user's critical chance, up his attack but lower his hit rate.

My state is "Alcohol" i put Yanfly confusion's code from Pokemon for the user to have a chance to hit himself. But my state of alcohol will increase Critical rate, buff his Attack and lower his hit rate. So more he drinks more he have critical chances and stronger he is but less he can hit his target (because he's drunk as hell and he can't see nothing)

So, my code here is

<Custom Apply Effect>

target.addStateCounter(stateId, 1);

</Custom Apply Effect>



<Custom Action Start Effect>

// Calculate the confusion success rate

var confuseRate = 0.17;

// Check RNG if it passed

if (Math.random() < confuseRate) {

// Get the confusion skill for the user to perform

var confusionSkill = 5;

// Start the animation

user.startAnimation(63);

// Get the user's current action

var action = user.currentAction();

// Set it to the confusion skill

action.setSkill(confusionSkill);

}

</Custom Action Start Effect>


And i know that now what is missing is to add critical chance multiply by my number of stacks, a code for buffing his Attack for some turns AND my Hit Rate divided my number of stacks too.

Thanks in advance for your help and sorry for my english, if some sentences are weird it's only because i'm french.
 

Grumphlu

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I tried also to do something like

<Custom Apply Effect>

user._drunk = user._drunk || 0;

// Increase the drunk stack by 1

user._drunk += 1;

user._drunk = Math.min(user._drunk, 6);

user.setStateCounter(stateId, user._drunk);

</Custom Apply Effect>



<Custom Action Start Effect>

// Calculate the confusion success rate

var confuseRate = 0.17;

// Check RNG if it passed

if (Math.random() < confuseRate) {

// Get the confusion skill for the user to perform

var confusionSkill = 5;

// Start the animation

user.startAnimation(63);

// Get the user's current action

var action = user.currentAction();

// Set it to the confusion skill

action.setSkill(confusionSkill);

}

</Custom Action Start Effect>

And now i need to set the critical rate multiply by the number of "user._drunk" stacks. Lower Hit rate by number of "user._drunk" stacks and add an Attack's buff for like 3/5 turns.

Im still trying many ways like user.cri= (15 / 100) * user._drunk but i don't get it ^^ and i can't really find the code for that, same with hit rate.
Then buff i think will be user.addBuff(2,5) ?

Thanks in advance
 

Grumphlu

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So,

Im responding again for myself, for thoose who want to do the same i figure it out by myself (and proud of it)

SO, for making a drunking state that everytime you drink more, you buff Yourself, increase Critical but low your Hit Rate and have a chance to hit yourself this is the code i use (but you can take off the buff and add it by normal skill command)

<Custom Apply Effect>

user._drunk = user._drunk || 0;

// Increase the drunk stack by 1

user._drunk += 1;

user._drunk = Math.min(user._drunk, 3);

user.setStateCounter(stateId, user._drunk);

user.addBuff (2,5);

user.addBuff (2,5);

user.addCri(0.33 * user._drunk);

user.minusHit(0.15 * user._drunk);

</Custom Apply Effect>



<Custom Action Start Effect>

// Calculate the confusion success rate

var confuseRate = 0.17;

// Check RNG if it passed

if (Math.random() < confuseRate) {

// Get the confusion skill for the user to perform

var confusionSkill = 454;

// Start the animation

user.startAnimation(63);

// Get the user's current action

var action = user.currentAction();

// Set it to the confusion skill

action.setSkill(confusionSkill);

}

</Custom Action Start Effect>



<Custom Leave Effect>

// Set the user's stockpile stack to 0

user._drunk = 0;

// Update the state counter for the stockpile stack

user.setStateCounter(stateId, user._drunk);

</Custom Leave Effect>

Have a nice day and don't drink too much, just a few ;)
 

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