I'd like to know how to make a state change to another state after said state wears off. For example: Makoto uses chaos mode, chaos mode lasts 3 turns and he enters a "tired" state which also lasts 3 turns. How can I pull off something like that? Would it require scripting or something? Thanks in advance.
State that causes another State?
● ARCHIVED · READ-ONLY
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If the other mode is always 3 turns after the chaos mode is invoked, you can use a Variable, 1 for each PC. Set it to "3" when the state is first invoked. Subtract 1 from it each turn. When it reaches 0, add the Tired state to the appropriate PC and remove the "chaos" state.
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You can use http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/ or http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/state-auto-apply/ mixed with http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/state-cancel/
but mind you, on my project, use of these can cause lag or skip, so one requirement I put for all of them is that the party is in battle.
I'm also curious as to other scripts -
I don't use Victor scripts and have none currently. And how do I use variables in the states section? I don't see an option for that..
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I think you can use them in the Troops section for each opponent.I don't use Victor scripts and have none currently. And how do I use variables in the states section? I don't see an option for that..
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I don't see how that will add a state to another state by default. Would I have to apply this to every enemy just to get it to work?
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Yes, I'm afraid so. I would do it with a Common Event, so it's just 1 line to add to each Troop.I don't see how that will add a state to another state by default. Would I have to apply this to every enemy just to get it to work?
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Tsukihime made a script for exactly this - I don't know the name, it might be either "progressive states" or "dynamic states" or so, just check her blog.
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