Hello! I have some questions
1- I'm tryng to make an skill that deals more damage if the target have absorbtion barrier.
It is *possible* if you use the state barrier in the code, but ill be adding more barrier states than just one.
SO i thougth: it is possible to make something like this?
Code:
if (target.CATEGORYstate){
code
}
based on the categories from the skill and states plugin.
2- how do force action works in MZ?
im tryng to make something similar to JUMP in RPG Maker MV.
this is the code for the state that triggers in the start of the turn
Code:
<Custom Turn Start Effect>
var skill = 68;
var target = -2;
BattleManager.queueForceAction(user, skill, target);
</Custom Turn Start Effect>
3- i have a passive state that works only when one of the party members is present and alive.
i was able to make the alive part, but this is the part that works in MV and in MZ just break the actor.
Code:
<Custom Passive Condition>
if ($gameParty.battleMembers().contains($gameActors.actor(1))) {
condition = true;
} else {
condition = false;
}
</Custom Passive Condition>
4- In the action sequence, the "MECH: Multipliers", for the damage/healing rate, it can make decimals appears. in an state or skill notetag, i know i can parse it to int, but i really dont know how to do that in here?
Really, thanks a lot for your time and work.