- Joined
- Apr 26, 2014
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- RMMV
I might be going about this in a very roundabout way, so feel free to suggest alternative methods (ideally ways that don't require non-compatible plugins or great amounts of coding).
Basically my plan is to create a state using Buff/States Core (that is applied to all enemies automatically using another Yanfly plugin) that has a Custom Respond Effect. I think I know how to use this to respond when an enemy is hit with a specific element, but I need it to play specifically when that element kills an enemy (or maybe there's another way to categorize attacks since I will have much more elements than relevant methods of defeating an enemy).
The respond effect is that it adds XP to a specific party member. What I'm trying to do is make a system that keeps track of the player's combat methods. Using a "lethal" skill will give XP to a dummy PC that can level up. When it levels up, the player can access new things via events that check the level of that PC. There would also be "non-lethal" and "diplomacy" types of skills.
Basically my plan is to create a state using Buff/States Core (that is applied to all enemies automatically using another Yanfly plugin) that has a Custom Respond Effect. I think I know how to use this to respond when an enemy is hit with a specific element, but I need it to play specifically when that element kills an enemy (or maybe there's another way to categorize attacks since I will have much more elements than relevant methods of defeating an enemy).
The respond effect is that it adds XP to a specific party member. What I'm trying to do is make a system that keeps track of the player's combat methods. Using a "lethal" skill will give XP to a dummy PC that can level up. When it levels up, the player can access new things via events that check the level of that PC. There would also be "non-lethal" and "diplomacy" types of skills.