[RMMV] RAGE STATE BASED ON HP

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So, what I'm wanting to do in my game is have a barbarian that, basically, goes into a rage when his HP's are low. Once he goes to his Crisis/Danger stance, I want a Rage State to applied that increases his attack output. I can create the state just fine, the part I'm struggling with... any idea how you can have a state apply to your character once your HP's reach a certain %?

Is there a workaround inside MV? Or if this would require a plugin... any idea which plugin would accomplish this best?

Thanks in advance :-)
SunflowerGames
The most beautiful user on RMN!
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Yanfly has some scripts that deal with states. I'm sure there's something that covers this in there.
If you didn't figure this one out yet, I did this in my last game using yanfly's buff/state core and passive state scripts.

The passive state script is used to apply a state to the character when a particular item is equipped. Let's call this "rage susceptibility" in your case.

Then in the "rage susceptability" state, use a bit of script in the lunatic tags thus:
<Custom Action Start Effect>
if((user.hp / user.mhp) < 0.25) {
  user.addState(18);
}
</Custom Action Start Effect>
<Custom Action End Effect>
if((user.hp / user.mhp) > 0.25) {
  user.removeState(18);
}
</Custom Action End Effect>


What this does is add state 18 at the start of action when hp < 25%, and remove it at the end of action when HP > 25%
author=coelocanth
If you didn't figure this one out yet, I did this in my last game using yanfly's buff/state core and passive state scripts.

The passive state script is used to apply a state to the character when a particular item is equipped. Let's call this "rage susceptibility" in your case.

Then in the "rage susceptability" state, use a bit of script in the lunatic tags thus:
<Custom Action Start Effect>
if((user.hp / user.mhp) < 0.25) {
  user.addState(18);
}
</Custom Action Start Effect>
<Custom Action End Effect>
if((user.hp / user.mhp) > 0.25) {
  user.removeState(18);
}
</Custom Action End Effect>


What this does is add state 18 at the start of action when hp < 25%, and remove it at the end of action when HP > 25%


This worked GREAT! Exactly what I was looking for. Thanks for the help :-)
Pages: 1