I helped someone with this a while ago. This does not require eventing.
This is how you do it.
b.add_state(x) = State to Target
a.add_state(x) = State to Caster
add_state(x) adds a state. x = state ID
b.add_state(1); if b.state?(1);a.add_state(2);else; 0;
end; damage formula
"b" is target; "a" is user; if a skill is used on the user, the user will be "a" and "b"
The green is the part which checks if the target has state 1 (death by default). If the target does have it, then a.add_state(2) adds state 2 to the caster (poison by default). The orange is whatever damage formula you want. The reason "damage formula" isn't between "else" and "end" is because, in this case, the damage formula happens no matter what, so it's best to just keep it at the end.
Using the "add state" through the feature box won't work as that will inflict the state AFTER the damage formula is done. If you want it to be a chance, read below.
If you want it to be done by chance, I suggest using this:
Let's say you want a 60% chance for states to work
rand(100) <= 60 ? b.add_state(1); if b.state?(1); a.add_state(2); else; 0; end; damage formula
rand(100) <= 60 ? means that it will pick a number from 1 - 100. If it is less than or equal to 60 then it hits. It's like saying 60% chance to inflict death.
So the formulas as a whole is saying "if target dies, inflict poison on caster"
Any questions or problems?
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