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.
Viewing post in RPG Maker MV: State Stacker comments
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.)
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)