I have tried that with:
Code:
and<JS On Add State>
if (target.isHpRecover()) {
value = -value;
}
</JS On Add State>Code:
It still doesn't work.
<JS sparam Flat: REC>
if (target.isHpRecover()) {
value = -value;
}
</JS sparam Flat: REC>isHpRecover is a function of Game_Action, not Game_Battler. You need to check it for the action rather than the target.
@WilsonE7 Currently there aren't any notetags that duplicate the functionality of Equip Requirements, as far as I'm aware. It may be available in a future plugin.
@XVoid You can use a property and setStateDisplay for this. What have you already tried?
@PAC918 Yeah, you'd need to add a new type for each different type of arrow. Having the cost be dependent on the number of enemies attacked might be a tricky one, I'll have to play with it and see if I can come up with something. How are you handling arrows at the moment?
@Tsukari MZ added a new trait, "Attack skill ID", which you can use for this, no plugin needed.
@RufusB Is that your issue completely sorted now?
@Austrian You could use the plugin parameters in Core Engine to modify params based on level.
@stevenblanc As far as I'm aware Message Core has had a couple of updates since you posted this that fixed the issues you're describing.
@Weremole If that's only happening when actors are dead it may be a bug, would you mind submitting a bug report via the form?
@shaylina I haven't tested this but try:
Code:
<JS On Add State>
target._healing = 0;
</JS On Add State>
<JS Post-Damage as Target>
if (value < 0 && this.isHpEffect())
target._healing += value;
</JS Post-Damage as Target>
<JS On Expire State>
$gameTemp.requestAnimation(target, 101);
const healing = Math.round(0.25 * target._healing);
target.gainHp(healing);
delete target._healing;
target.startDamagePopup();
target.clearResult();
</JS On Expire State>@janussenpre This thread isn't for bug reports, there's an official form for that. :)
@TrentL111 There are a couple of ways you could do this:
Code:
<JS Post-Start Action>
$gameMessage.setSpeakerName(user.name());
$gameMessage.setFaceImage(user.faceName(), user.faceIndex());
$gameMessage.add("<WordWrap>Out of the ground, raze all greenery and burn my foes with flames! Burninate!");
</JS Post-Start Action>Alternatively you could use a <Custom Action Sequence> for the skill and just use a regular Show Text... command before the action effect.
@jkweath I don't think there's a built-in way to specify an element for slip damage at present, no. Howeeeeever, you can code your element check into the damage calculation using the target's element rate. Like if I wanted to apply fire weakness/resistance to it, I could do
Code:
<JS HP Slip Damage>
damage = Math.floor(20 * target.elementRate(2));
</JS HP Slip Damage>I'll bring up the suggestion of putting in code examples to the team.
@Rexxon The forcing de-equip on apply isn't going to be hard, but preventing re-equipping while they have the state would be tricky with the current plugins I think as there aren't any which govern whether weapons or armour can be equipped or not. Leave that one with me.