Mega Man Volnutt

Mega Man Volnutt
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So I'm trying to make a sticky bomb type thing. THis is how i'm trying to make it work

Harold uses the skill on one enemy
It doesn't do anything for 2 turns

Then suddenly
it hits the opponent
 

Engr. Adiktuzmiko

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You probably want to use Yanfly'ss Buff amd State core and make the bomb add a state which lasts for 2 turns and put a notetag in it to deal damage when the state will be removed due to time.
 

Wavelength

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Plugin Approach: Use Yanfly's Buffs & States Core. Give the state a Custom Apply Effect which sets a variable (perhaps call it sticky_turns) for the battler to 0. Use a Custom Turn Start (or Turn End) effect to raise sticky_turns by 1 each turn, and if it equals a certain number (probably 3), it deals damage to the battler, shows an animation, and removes itself. In terms of how to do the damage/animation/removal, look through a bunch of Yanfly's Tips and Tricks Videos, and you'll learn it all.

Non-Plugin Approach: Create three states: "Sticky Bomb", "Sticky Bomb 1 Turn", and "Sticky Bomb 2 Turns". Use a Troop Event in every troop with Scope set to "Turn", and Condition "Turn 0 + 1X" (and also End of Turn, if you want). Inside that event, run a Common Event. Inside that Common Event, have a conditional branch for EACH BATTLER - every character in your game as well as all 8 "?" enemies - that checks whether they have Sticky Bomb 2 Turns applied. If so, deal damage to that battler using Change Enemy HP, show a Battle Animation, and remove Sticky Bomb 2 Turns from that battler. Then, have a conditional branch for EACH BATTLER that checks whether Sticky Bomb 1 Turn is applied; if so, add Sticky Bomb 2 Turns to that battler and remove SB1T. Finally, have a conditional branch for each battler that checks whether Sticky Bomb is applied. If so, add SB1T and remove SB.

Really Easy but Inflexible Approach: Create two states: "Sticky Bomb" and "Sticky Bomb Helper". Sticky Bomb Helper should be invisible (no icon, and Priority 0). Give Sticky Bomb some highly negative HRG such as -30%, and give Sticky Bomb Helper the exact opposite (+30%). Have Sticky Bomb last for 3 turns, and have Sticky Bomb Helper last only 2 turns. Therefore, nothing will happen on the first two turns a character has Sticky Bomb, but on the third turn they will take a lot of negative regen. Have your Sticky Bomb skill apply both states (and make sure that anywhere you remove Sticky Bomb, like a Panacea Item, will also remove the Helper). The disadvantage of this approach is that you can't show an animation when it triggers, and you are stuck using a percentage of the enemy's max health rather than a custom amount.
 

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