I'm currently having an issue with running single turn defense buffs; I'm running a game that focuses on action end rather than turn end, and this means if the person being buffed is directly after the person buffing, the single turn buff will be spent before any enemies even have a chance to attack the character.
Basically, I want buff durations to end when the buffer's next action ends, rather than the action of the person who's been buffed; I'm aware this may need plugins and the like but I thought I'd see if anyone knew a less technical solution first.
Thanks!
Deff Buffs
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My solution when I had this issue is just to make it last two turns. This means the defense bonus will last one whole turn plus the difference between those actors' turns.
If you want it based on the user's turns, you'll likely need a plugin. Yanfly has one that would work but I'm not sure off the top of my head how to make it work. If you want to avoid plugins, you can take a far more complicated route; Don't have the skill directly apply the buff. Instead, have a common event that removes that buff from every party member, have every skill BUT that one call up that common event, then have a second common event the skill in question calls up that calls up the first one, then sets the buff on the target (by forcing a fake secondary skill to target the same target, this one doesn't call any event up but applies the buff).
Plugin is definitely easier. -
Thanks, that's the fix I'm going for right now but it is still the difference between 1 or 2 turns of buff which isn't ideal! Do you know any plugins that would work? I've looked through yanfly's stuff, passive aura is almost right but effects everyone instead of one person, can't see any others that would help.
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My guess is something with Auto Passive States, State Categories, and Buff & States core would allow this in somewhere (like giving the caster an invisible state to keep track of duration with). The passive aura is a very cool idea.