- Joined
- May 25, 2014
- Messages
- 54
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- 1
- First Language
- English
I'm trying to create a passive state that increases the user's defense based on current tp.
This is what I have so far
<Custom Passive Condition>
if ($gameParty.inBattle()) {
condition = user.tp >= 1;
} else {
condition = false;
}
</Custom Passive Condition>
<Custom Turn Start Effect>
user.def += Math.floor((user.tp / 100) * 50);
var defmod = user.def;
user.setStateCounter(68, defmod);
</Custom Turn Start Effect>
<Custom Turn End Effect>
user.def += Math.floor((user.tp / 100) * 50);
var defmod = user.def;
user.setStateCounter(68, defmod);
</Custom Turn End Effect>
First it checks to see if the user has TP, then at the start of the turn it adds defense based on the user's TP, and then it shows a counter that displays the user's defense after buff.
The problem I'm running into is that the user's stats aren't being increased, even as the tp increases or is maxed out.
This is what I have so far
<Custom Passive Condition>
if ($gameParty.inBattle()) {
condition = user.tp >= 1;
} else {
condition = false;
}
</Custom Passive Condition>
<Custom Turn Start Effect>
user.def += Math.floor((user.tp / 100) * 50);
var defmod = user.def;
user.setStateCounter(68, defmod);
</Custom Turn Start Effect>
<Custom Turn End Effect>
user.def += Math.floor((user.tp / 100) * 50);
var defmod = user.def;
user.setStateCounter(68, defmod);
</Custom Turn End Effect>
First it checks to see if the user has TP, then at the start of the turn it adds defense based on the user's TP, and then it shows a counter that displays the user's defense after buff.
The problem I'm running into is that the user's stats aren't being increased, even as the tp increases or is maxed out.
