- Joined
- Jan 4, 2016
- Messages
- 22
- Reaction score
- 4
- First Language
- English
So, I'm using Yanfly's Buffs and States Core and have been trying to make a defensive state that deflects weak attacks. After much trial and error I have determined that you cannot decide the success rate of the skill before the game has decided it, which then would overwrite your decision. So, as a work around I decided I'd just increase the target's evasion rate if the attack was weak enough. The only problem is the target's evasion isn't changing.
This is what I have under <Custom Select Effect>:
alert([target.eva, target.mev, target.cev]);target.eva += 1;target.mev += 1;target.cev += 0.5;alert([target.eva, target.mev, target.cev]);It's buried in an if, then statement that's being used to determine if the attack is a weak attack. That part works, I'm not worried about that, after all both of the alerts do fire. Even more baffling is the evasions listed, do in fact match the targets evasions. So, in theory the target.eva += 1; would be increasing the correct stat on the correct character, but nothing happens. Both, alerts return identical values and the skill still hits as if the original evasion is in play.
So the question is, what am I doing wrong?
This is what I have under <Custom Select Effect>:
alert([target.eva, target.mev, target.cev]);target.eva += 1;target.mev += 1;target.cev += 0.5;alert([target.eva, target.mev, target.cev]);It's buried in an if, then statement that's being used to determine if the attack is a weak attack. That part works, I'm not worried about that, after all both of the alerts do fire. Even more baffling is the evasions listed, do in fact match the targets evasions. So, in theory the target.eva += 1; would be increasing the correct stat on the correct character, but nothing happens. Both, alerts return identical values and the skill still hits as if the original evasion is in play.
So the question is, what am I doing wrong?


