Maybe I'm just missing something incredibly obvious since I'm by no means a code expert, but what I'm hoping to do is use Yanfly's Steal & Snatch plugin with the intent that certain states (for example, the enemy being blinded) would make it easier to steal from the target. That said, from what I'm seeing of the notetags, state notetags can only affect the user's success rate of stealing, and not the target's Steal Resist, while the Steal Resist notetags can only be applied to the enemies themselves.
Failing that, I had considered just having the plugin's base stealing formula check if the target is inflicted with the state(s) in question, but... Well, I have no idea how to write that from scratch and I have no examples to go by that work.
So, is there a way to make it easier to steal from enemies that are inflicted with certain ailments? I'd prefer to do so with multiple ailments like paralyze and sleep as well, but even just having a method to do this with just one ailment would be a good start.
YEP Steal & Snatch - Steal resist based on state?
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Don't know if this will work, but try
Code:Replace the 5 with the state ID of the state, and the 0.5 by the added chance of stealing (1 is 100% chance)<Custom Steal Rate> if(target.isStateAffected(5)) rate += 0.5; </Custom Steal Rate>
It might do the job, though probably not what you wanted. -
Don't know if this will work, but try
Code:Replace the 5 with the state ID of the state, and the 0.5 by the added chance of stealing (1 is 100% chance)<Custom Steal Rate> if(target.isStateAffected(5)) rate += 0.5; </Custom Steal Rate>
It might do the job, though probably not what you wanted.
Hey, that actually works great! I got it working with multiple states too, so it's just what I needed, thanks a bunch! -
What's the difference between using that custom steal rate and having a state I.e. the blind state, with <Steal Rate: +50%>, then putting it on the enemy?
Sorry, I'm not very experience with this either and can't tell the difference. -
What's the difference between using that custom steal rate and having a state I.e. the blind state, with <Steal Rate: +50%>, then putting it on the enemy?
Sorry, I'm not very experience with this either and can't tell the difference.
The Steal Rate tag is for altering how good the one affected by the tag is at stealing, rather than how resistant or vulnerable they are to it. For example, if I gave Blind the <Steal Rate: +50%> tag and blinded a bat, the bat would be 50% better at stealing (if enemies could steal, that is) instead of being 50% more/less likely to have a potion stolen from it by the party's thieving character. What you'd want for that would be the <Steal Resist: +/-> tags which can only be applied to enemies and not to states, thus resulting in the problem I was having without the custom steal rate formula. -
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I see now, that makes perfect sense. Thank you for explaining that. That feature is actually very useful! :)