Ah! Thank you! Um, but is there a way to make this only affect certain damaging states? Like a script for the notes on a state to make this not happen? It's okay if not, I'll just work around it.
You should be really careful about doing something like this because you are going to confuse the heck out of your player if some slip damage states can KO an enemy and some can't.
Having said that, if you still want to do this, you need to modify the max_slip_damage method in the Game_Battler class. Here's what it looks like:
#-------------------------------------------------------------------------- # * Get Maximum Value of Slip Damage #-------------------------------------------------------------------------- def max_slip_damage $data_system.opt_slip_death ? hp : [hp - 1, 0].max endIf you want only, say, State 7 and State 13 to be able to KO a character by giving 'em the Slip, modify it as such, to check a user's current states and ignore the "KO by Slip Damage" option:
#-------------------------------------------------------------------------- # * Get Maximum Value of Slip Damage #-------------------------------------------------------------------------- def max_slip_damage (self.state?(7) or self.state?(13)) ? hp : [hp - 1, 0].max endI haven't tested this but since
state? (whether a user is affected by a given state) is a valid property of a Game_Battler, I think it should work well.