state for skipping affected targets turn.

Countyoungblood

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what is the best approach you've found for creating multi-turn attack states? I've found a small method to add into my on_turn_end to update a state if its found on the end of the turn. the problem is I dont want the affected user to be able to do anything or have options come up...but..

if i set the state restriction to "cannot move" the state doesnt update.

If i set instead to autobattle and seal the attack slot the state cycles as if its being reapplied.

thoughts?
 

TheoAllen

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what is the best approach you've found for creating multi-turn attack states?
What do you mean by "multi-turn attack states"?

if i set the state restriction to "cannot move" the state doesnt update.
It won't be updated if the update method is "on action end" not "turn end".
i.e, if you have stun state and the update method is "on action end", they will be stunned forever.

If i set instead to autobattle and seal the attack slot the state cycles as if its being reapplied.
I'm not sure if I get it.
 

Countyoungblood

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By multi-turn attack states i mean placeholder states that an attack would apply to the user to change the user's ability to act and its graphics if applicable. for example...

guy uses fly attack! does nothing... applies state to user making them un-targetable cant move restriction and next turn a script checks for states and if the fly_placeholder state is there remove the state and force_action(divebomb)

Ive already solved my own problem though i had an attack applying a state that was restriction:cannot move and remove by restriction >.< so just unticked the box and it works like a charm.

my current issue is figuring a way for an attack to mark a target and save its id to a variable. if the user loses its state id want to drop a state from the marked target as well.
 

Tiamat-86

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look at tips and trick video for making Jump attack. its the exact same thing as pokemon fly attack
 

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