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So a little while ago I devised a simple system using Yanfly's BuffStateCore, StateCategories, and AutoPassiveState where anytime a character's TP reaches the maximum 100, that character recovers from various status ailments and a small animation plays to indicate that TP is now maxed.
With these plugins, I've created a passive state that checks if the character's TP is maxed at the start of their turn before proceeding to recover and play the animation.
Previously I've achieved this using events before, however both events and plugins have the same issue: The passive state will still recover and play the animation every action so long as the character's TP remains at 100. I would rather have it where the passive state only goes into effect once, preferably at the very moment the character's TP is maxed. And so that way it won't repeat the same effect until the character's TP is depleted and maxed out again.
The notetags I have for the passive state is:
There does not appear to be any issues with this passive state outside of battle. The actors still keep their negative status ailments even when TP is full. But if there are any other potential conflicts with it I'm missing, it'd be good to be informed of them too.
So is there a more efficient way of achieving this effect where it only happens once? Or is there another plugin out there or some other sort of workaround that I should look into instead? Thanks.
With these plugins, I've created a passive state that checks if the character's TP is maxed at the start of their turn before proceeding to recover and play the animation.
Previously I've achieved this using events before, however both events and plugins have the same issue: The passive state will still recover and play the animation every action so long as the character's TP remains at 100. I would rather have it where the passive state only goes into effect once, preferably at the very moment the character's TP is maxed. And so that way it won't repeat the same effect until the character's TP is depleted and maxed out again.
The notetags I have for the passive state is:
Code:
<Category: Bypass Death Removal>
<Category: Bypass Recover All Removal>
<Custom Action Start Effect>
if (target.tp >= 100) {
// Play the animation on target.
target.startAnimation(49);
// Remove negative states.
target.removeState(4);
target.removeState(5);
// Clear the target's results.
target.clearResult();
}
</Custom Action Start Effect>
There does not appear to be any issues with this passive state outside of battle. The actors still keep their negative status ailments even when TP is full. But if there are any other potential conflicts with it I'm missing, it'd be good to be informed of them too.
So is there a more efficient way of achieving this effect where it only happens once? Or is there another plugin out there or some other sort of workaround that I should look into instead? Thanks.