opaattack

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I want to make a state that improves the effectiveness of the guard ability. Is it possible to make the guard state more increase defense more if active while affected this other state?
 

TheoAllen

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The easiest solution would be to change the skill ID 2.
Instead of applying guard state, you play around the damage formula, determining if a certain state exists, then you apply a different state, a stronger state.

Do you know how to play around with the damage formula?
 

opaattack

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The easiest solution would be to change the skill ID 2.
Instead of applying guard state, you play around the damage formula, determining if a certain state exists, then you apply a different state, a stronger state.

Do you know how to play around with the damage formula?
I know a bit about using the damage formula. I have a different skill that behaves differently if the target has a certain state. Can I apply states using the damage formula?
 

opaattack

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Yes, use b.add_state(n) to add state to the target and a.add_state(n) if it's for the user.
It almost works, now the word "NULL" appears over my character's head whenever they defend, and both defend states are applied when the other state is found, rather than just the one I want.
For reference, my formula is if a.state?(7);a.add_state(13);else;a.add_state(3);end
 

TheoAllen

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Try to add 0 at the end of the formula if that would make a difference
if a.state?(7);a.add_state(13);else;a.add_state(3);end;0
It serves as a default damage value.

and both defend states are applied when the other state is found, rather than just the one I want.
For this, you need to remove add guard state in the skill effect.
 

opaattack

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Try to add 0 at the end of the formula if that would make a difference
if a.state?(7);a.add_state(13);else;a.add_state(3);end;0
It serves as a default damage value.


For this, you need to remove add guard state in the skill effect.
Well, I sure feel like a goof for not noticing I forgot to remove adding guard to the skill effect. Thanks for that, however adding a 0 to the end of the code did not fix the "NULL" issue.
 

TheoAllen

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In that case, go ahead to edit Yanfly Battle Engine, on POPUP_SETTING, remove the :nulled, edit it to be :nulled => "",
 

opaattack

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In that case, go ahead to edit Yanfly Battle Engine, on POPUP_SETTING, remove the :nulled, edit it to be :nulled => "",
Well, I suppose that works. Thanks for the help!
 

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