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i just wanna know a script call to access the number of stacks of a particular status effect since i want to make the poison from slay the spire (does n damage then removes a stack at the end of the turn n= number of stacks)

$gameParty.battleMembers()[member_index]._states.filter(state_id => state_id == req_state_id).length

- $gameParty.battleMembers() is the function call to get the battle members

- $gameParty.battleMembers()[member_index] specifies a battle member, member_index must be a number (begins at 0 for first member)

- $gameParty.battleMembers()[member_index]._states gives the states for that member in ID form

- $gameParty.battleMembers()[member_index]._states.filter(state_id => state_id == req_state_id) filters the states and returns an array that meets the required ID. req_state_id must be a number

- $gameParty.battleMembers()[member_index]._states.filter(state_id => state_id == req_state_id).length gives the number of states in the array

I recommend you learn array filter going forward before continuing. 

googling the array filter did not help me understand the arguments

whats the required state id?

i figured out that req_state_id is the only one that gets changed

do the state ids also start at 0 ?

i = 0;

req_state_id = 4;

var = $gameTroop.members()[i]._states.filter(state_id => state_id == req_state_id).length

$gameVariables.setValue(172,var)

this is the script call i used but its getting a unexpected = error

no matter what i try, it still throws a syntax error

Var is a keyword used to declare a variable. Please refer to a relevant JavaScript guide before continuing.

You have not declared your other variables either. Would you like some YouTube recommendations?

changing var to something else worked so far,
cant get the multiple stacks to display though
they display on the player but not enemies

To display stacks on enemies, the icon display sprite needs to have a draw function attached to it after the status icon has been drawn

its not actually mentioned what an overflow state is, is it just a new state that is put on when over max?

Yep!

Would it be possible to add a plugin parameter that allows us to disable the stack counter?  that way the stack counter doesn't conflict with the turn counter for Yanfly's buffs/state core. A note tag could also work though (I.E. <Show stack count> or <Hide stack count>

This plugin is discontinued. Sorry for the inconvenience.

You can do whatever you want with it though.

Any problem if I edit it for a commercial commission?

(+1)

Nope, do whatever you want with this thing.

Wow! It was really nice from you, many thanks! ^_^

Hey, are you able to add in better compatibility with Yanfly's Buff States Core? It kinda overrides the Turn and State counters and I've banging my head up the wall trying to figure to modify the file of this plugin to see if I can get it to look right but can't really figure out

This is a script I am no longer working on though I believe yanfly has stacking states implemented already?

Oh, my bad I see.

After looking it up while that can kinda be achieved, it seems require some Notetag scripting to get the effects going, and I'd rather not go through all of that process for most states that stack.

I got kiiinda close with the visuals I wanted from editing the plugin file by editing out the draw functions, but having more than one stack will cause a visual bug where a seperate invisible state icon with VISIBLE counters to appear. Guess I'll have to take this L.

If anything,I'll make the MZ version backwards compatible but that's a paid plugin. I do wish you the best with your project

(1 edit)

Do you have versions 5 or below? I want there to be multiple icons of the same state.

I do have some old plugins on my GitHub page but the code base for it is abysmal. You can still look at it here

Hello! Thanks for making this plugin! I have one question, though; what does State Overflow mean? How does it work?

(+1)

If you reach the maximum number of state stacks, the overflow state is added until that state stack reaches its maximum as well (which then overflows if it has such a setup)

(2 edits) (+1)

Would be nice to have a little more clarity on how this work. I put stateStackable and maxStack:5 into the state notes and didn't see any effect from the plugin. Are they not notetags?

*Edit, I at least got it to display the number of stacks, but the stacks never exceed 1. I've played around with maxStack but can't seem to get it to stack beyond a single stack.

*Edit 2, So, I just downloaded and copied the text from the example project uploaded here. At first, I didn't see any difference at all, but just as I was writing this edit, I wanted to test a couple more things before posting here and looking like an idiot, and I finally saw it. I found the problem:
The plugin description says to use <stateStackable>, however when compared to the example project, it is actually using <stackableState>.
That said, a new problem persists. Stacking states does not refresh the turn timer on the state. So if the state is set to expire in 3 turns, no matter how many times you have stacked the state, the state will expire.

So, first, you should definitely fix the description of the plugin, but I also standby my original position prior to all the edits: you should really clarify things. Never underestimate how well or poorly someone will interpret instructions. So spelling things out as clearly and in as much detail as possible will help prevent idiots like myself from posting unnecessary comments.

(+1)

Wow it's been a while since I looked at this one. Thanks for checking it out, I'll give it a look over.

Long time no talk, I definitely appreciate this plugin, it's created the core mechanic for my game's combat. I know this is a long shot, but is there any way you could add a feature to this plugin? 

Could you add the ability for the number of stacks to either output to an assigned variable (e.g. <StacksToVariable ####> note tag) which would be general purpose for many users, or even better, but more specific to my use case: use note tags to add or "unlock" skills depending on the number of stacks. So, for example, in my use case, I want a skill to scale in effectiveness depending on the number of stacks. I figured I can create 5 variations of the same skill - one for each stack - and depending on the current integer, that is the skill available to the player. (example: at stack number 1, the player can cast "fire skill v1". At stack number 2, "fire skill v1"is no longer available, but the player can now cast" fire skill v2", etc. v3, v4, so on)

<StackCount1 unlockSkill ####>

<StackCount2 unlockSkill ####>

(side note, this can also create interesting situations where depending on the current integer of stacks, the skills available could be radically different. For example, at stack 1,user can cast a damage skill, at stack number 2, user can cast a healing skill - this kind of thing might be useful for creating dynamic enemy logic by using "invisible" states, though at this time, this is not my intended use case for this feature.)

Good day, I appreciate your interest in the MV State Stacker. Unfortunately, it may be a while before I go about updating this plugin not to mention the add-ons requested will take a good going over to implement.

I wish you the best in your project however!

Yeah, I had a feeling that would be the case, but it's okay, I definitely appreciate your fast response!
If I were to ask someone to modify your work on the plugin to add the feature, would that be okay? Of course you'd still have credit (Not that I have decided to ask someone to modify the plugin yet, I may decide to find an alternative such as not including that skill or an entirely different skill)

You're free to modify this

Could you please add a description? What does this plugin do exactly?

Allow states to stack.