Why? It seems like you're making these extra layers of difficulty for yourself by saying "I'm going to make this have a duration in the database but I don't want it to actually have a duration."
It seems like it would be easier to turn off the Auto-removal Timing and use a variable or counter on the target of the state like how this is normally done.
Then you don't need to try to work in circles around how RPG Maker is written to handle state duration.
If it's just for the display, and the VisuStella plugin doesn't provide the same functionality that Yanfly did for providing a display of a counter variable, I think you might be easier off requesting a little plugin for that rather than this finagling.
Just my two cents :wink:
Thank you for your response.
The seemingly contradictory design motive actually arises because RPGmaker is not quite suitable for implementing states with layers, especially those that allow stacking up to dozens or even hundreds of layers.
Thus, I've used the remaining turn count as a proxy for the stack level, where, in most cases, the number of turns would naturally decrease.
These basic states are akin to the poison in Slay the Spire, which diminishes over time yet increases in potency with each additional stack.
Furthermore, I am interested in creating some states that do not diminish over turns, which prompted my original question.
I am also uncertain if I have fully utilized the capabilities of the VisuStella plugins, which is why I am seeking advice here.
If there is a more intrinsic method to achieve this goal, such as declaring and displaying a variable within a state, I am very keen to learn and refine my method. Currently, I do not know how to implement this concept. It would be ideal if this could be achieved within the framework provided by VisuStella. If not, I will explore other options.