- Joined
- Sep 23, 2022
- Messages
- 2
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- 1
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- English
- Primarily Uses
- RMMV
I’m after two things
Implementation for #2: I have been trying to make a duplicate of the knockout state, that is automatically added at 100% health rather than 0%.
Current solution for #2:
Enemies are given a skill which activates at 100% percent health. This skill applies the knockout state and a common event is applied to increase a reputation variable. This is clunky, because it takes one extra turn for the knockout state to be applied. Even if the player then reduces the HP back down in that turn, it still counts as a win, which doesn’t make sense.
I’ve also tried following this alternate victory guide (https://forums.rpgmakerweb.com/index.php?threads/alternate-victory-system.68577/), but this has the same problem of the extra turn, unless I am doing something wrong.
Other things I’ve tried that haven’t worked:
The Passive States plugin. Link: http://www.yanfly.moe/wiki/Auto_Passive_States_(YEP) This allows states to be added at certain conditions, and then giving the state to each enemy.
I can’t seem to make a second knockout state that is applied at >99% or 100% health (state is applied but it doesn’t knock the enemy out), or make it so can add a 100% health condition in the KO state, then give the knockout state to the enemy (instant knockout happens).
These are the notes I’ve tried for the states. I’ve tried applying the states globally in the plug in manager or to each individual enemy. I think it’s because I can’t make a new state that behaves exactly like knockout.
Edit: In other words, I can get a passive state to apply when the enemy's HP is full, but the state doesn't do anything. Makes sense as the battle probably only ends when state 1 (KO) has been applied to all enemies, rather than my own state?
<Passive Condition: HP Above 99%>
m.addState(1)
OR
<Custom Passive Condition>
if (user.hp == 100) {
condition = true;
}
</Custom Passive Condition>
Plugin writing hints appreciated
I am a javascript beginner, and I'm just learning how to write plugins. Hints to the location of the original functions around the knockout state and win conditions are also appreciated.
Thanks for reading.
- The enemy HP to start at whatever % I set it to, e.g. 50%
- A win condition to be met at either enemy HP = 0% OR 100%, with different consequences for going either way. Both conditions should award xp and items. The different consequences atm would be increasing/decreasing the actor’s reputation/charisma depending on which way the fight ends. This would be like having a choice of killing the enemy or healing it to win the battle.
Implementation for #2: I have been trying to make a duplicate of the knockout state, that is automatically added at 100% health rather than 0%.
Current solution for #2:
Enemies are given a skill which activates at 100% percent health. This skill applies the knockout state and a common event is applied to increase a reputation variable. This is clunky, because it takes one extra turn for the knockout state to be applied. Even if the player then reduces the HP back down in that turn, it still counts as a win, which doesn’t make sense.
I’ve also tried following this alternate victory guide (https://forums.rpgmakerweb.com/index.php?threads/alternate-victory-system.68577/), but this has the same problem of the extra turn, unless I am doing something wrong.
Other things I’ve tried that haven’t worked:
The Passive States plugin. Link: http://www.yanfly.moe/wiki/Auto_Passive_States_(YEP) This allows states to be added at certain conditions, and then giving the state to each enemy.
I can’t seem to make a second knockout state that is applied at >99% or 100% health (state is applied but it doesn’t knock the enemy out), or make it so can add a 100% health condition in the KO state, then give the knockout state to the enemy (instant knockout happens).
These are the notes I’ve tried for the states. I’ve tried applying the states globally in the plug in manager or to each individual enemy. I think it’s because I can’t make a new state that behaves exactly like knockout.
Edit: In other words, I can get a passive state to apply when the enemy's HP is full, but the state doesn't do anything. Makes sense as the battle probably only ends when state 1 (KO) has been applied to all enemies, rather than my own state?
<Passive Condition: HP Above 99%>
m.addState(1)
OR
<Custom Passive Condition>
if (user.hp == 100) {
condition = true;
}
</Custom Passive Condition>
Plugin writing hints appreciated
I am a javascript beginner, and I'm just learning how to write plugins. Hints to the location of the original functions around the knockout state and win conditions are also appreciated.
Thanks for reading.
Last edited: