So I'm trying to make a skill which does two things
1. Deal damage to all enemies
2. Inflict a state on the caster
After searching a few threads I used "a.add_state(1);a.mhp*0.25" which is intended to deal 1/4 of the caster's max HP to all enemies and then kill the caster (similar to a self-destruct mechanism). However, the animation plays and then I get the error "require(...).Window.get(...).isDevToolsOpen is not a function"...
Does anyone have any idea what is triggering the error and/or a solution to my damage formula problem?
Problem with self-states in damage formula
● ARCHIVED · READ-ONLY
-
-
try using "a.setHp(0); a.mhp*0.25" instead of "a.add_state(1);"
-
try using "a.setHp(0); a.mhp*0.25" instead of "a.add_state(1);"
Yes! This works, the only problem is that after the skill is used the caster is treated as dead but the sprite remains on the field... Is there a way to force the collapse animation?
I mainly asked because there's another skill I'm working on which has the same concept but inflicts a state on the caster which weakens them for a few rounds instead of outright killing them. Is there a work-around for this?
Thanks heaps -
Is there a way to force the collapse animation?
Try using "a.setHp(0); a.performCollapse(); a.mhp*0.25"
Tested it. It should work. -
Just for future reference, it's a.addState(n); not a.add_state(n);
That said, yeah a.setHp(0); should be fine in this case, but if you want to add other states, add_state isn't a proper function. -
Just for future reference, it's a.addState(n); not a.add_state(n);
That said, yeah a.setHp(0); should be fine in this case, but if you want to add other states, add_state isn't a proper function.
Perfect! Thanks heaps :)
Try using "a.setHp(0); a.performCollapse(); a.mhp*0.25"
Tested it. It should work.
Awesome, that all works fine thanks!