Zacyia

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I have several skills that apply states, and none of the states are being applied. After looking over the script I notice two sections that have me worried:

#===============================================================================
# ● Action keys: Conditional branch(State).
#===============================================================================
#
#===============================================================================
# Type ► Always 'n_3', do not change this.
#
# Target  ►for which you want to apply the condiditions to
#         ►[0=self] [1=target] [2=all enemies] [3=allies] [4=everyone] [5=random target]
#
# State ID ► The database ID of the state that you want to use.
#
# Conditions ► [0=if state is not apply'd] [1=if state is apply'd].
#
# Number of persons ► Amount of targets that need to fufill the conditions.
#
# Branch ► branch processing, for when the condition is met.
#        ►[0=perform following actions] [1=cancel following actions] [2=Exit full action]
#===============================================================================
#► Branch(state)keys             type    target  ID   Con.   NoP  branch
  "IF_KO"             => ["n_3",   1,    1,    0,     1,   1],
 
#===============================================================================
# ● Action keys: Conditional branch(State).
#===============================================================================
#
#===============================================================================
# Type ► Always 'n_4', do not change this.
#
# Target ► for which you want to apply the condiditions to
#        ►[0=self] [1=target] [2=all enemies] [3=allies] [4=everyone] [5=Random target]
#
# Skill ID ► The database ID of the skill
#
# Conditions ► [0=skill is usable] [1=skill is unusable]
#
# Number of persons ► Amount of targets that need to fufill the conditions.
#
# Branch ► branch processing, for when the condition is met.
#        ►[0=perform following actions] [1=cancel following actions] [2=Exit full action]
#===============================================================================
#► Branch(skill)keys     type   target   ID      Con.     NoP     Branch    
  "SHOCK_USABLE"       => ["n_4",  0,   80,    0,    1,   0],

From the looks of things, it seems like this is a "if the skill hits apply state 100%". I dont want that... I would like to have it set to where I have a skill called "Burn Hammer" and if it hits it has a 30% chance of appling a state called "Burn". I am not sure how to make this work seeing as it only looks to give me either a 0% or 100% chance to apply.
 

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