https://forums.rpgmakerweb.com/inde...z-with-visustella-plugins.143816/post-1246048 Buff Breaker's in this post.
Thanks for your time.
<JS Post-Apply>
let hp = 0;
for (let i = 0; i < 8; ++i) {
if (target._buffs[i] > 0) {
hp -= user.mat * 2;
}
if (target._buffs[i] < 0) {
hp += user.mdf * 2;
}
target._buffs[i] = 0;
}
const multiplier = target.totalStateCategory("name of category here");
hp *= multiplier;
if (hp > 0) {
$gameTemp.requestAnimation([target], 41);
} else if (hp < 0) {
$gameTemp.requestAnimation([target], 56);
}
if (hp !== 0) {
target.gainHp(hp);
target.startDamagePopup();
}
</JS Post-Apply>$gameSwitches.value(4) that's a completely different syntax than return true. One would type return $gameSwitches.value(4) if that's the syntax the plugin parameter is expecting.$gameSwitches.value(4) that's a completely different syntax than return true. One would type return $gameSwitches.value(4) if that's the syntax the plugin parameter is expecting.a not usera._allyHp + a._allyMat * 14target in the notetags instead of getting the random ally.a not usera._allyHp + a._allyMat * 14target in the notetags instead of getting the random ally.
a not usera._allyHp + a._allyMat * 14target in the notetags instead of getting the random ally.
target in the notetags instead of getting the random ally.
<JS Pre-Start Action>
user._allyHp = target.hp;
user._allyMat = target.mat;
</JS Pre-Start Action>user.gainHp(user._allyHp + user.allyMat * 14).