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In VDBSMVBasic or Advanced, set the State ID under Vore State.  Whenever the enemy/actor casts a skill that applies that State, it should work when A) the target's sprite is no longer visible and B) the target cannot be target normally.  The Pred State is optional, mainly used if you want a skill to "remove" the vore relationship from the pred instead of the prey.

Anyway, you would then place the <tag: x> in the Actor/Enemy noteboxes, either if they are the caster (Pred) or the target (Prey).  For example, Enemy Slime and Enemy Toad both cast the same Vore Skill but can be defined with different turn lengths in their noteboxes.

could you send a picture with an example of how to do notetags

In the Database, nearly all the tabs (Actors, Classes, Skills, etc) have a Note box in the lower right corner.  Quick history: it was designed mainly for notes, but scripters back in the XP/Ace age realized they could read whatever is in that box.  Usually, Note Tags have a sort of structure to separate them from actual notes.

All you have to do is follow the examples listed in the plugin's Help box.  You can also copy/paste and change the values.  For example:

<VoreTurns: 1 3> <DigestHP: 15> placed inside an Enemy's Note box, assuming that the Enemy casts a vore skill, will overwrite the default Vore State's range between 1 to 3 turns.  The second notetag means that the captured target will lose 15 HP each turn it remains Vored by said Enemy.

If you accidentally copied the whole sentence up there, the code still works since it only cares about what matches the note tags.

---

<VoreTurns: 1 3 DigestHP: 15> will NOT work.  This is read as one code block.  As an example, you might have a code to replace "apples" and "bananas", but the code does not replace "apples bananas".

<VoreTurns: 1> <digesthp: 15> will NOT work.  Code, especially those involving Notetags, tend to be precise to avoid accidental activations.  The first notetag does not match the structure and the second notetag does not match the keyword/case-sensitivity.  As an example, think of supermarket discounts where one only works if both "cereal" and "milk" are purchased and the other only works with a specific flavor of "chips".

If you put these two examples in the Note Box, there is no risk of crashing because these do not match what is defined in the code.

Is this correct?

it says that the vore skill has no effect.

As mentioned earlier, the skill has to add the Vore State.  Why?  Because "skill has no effect" tends to pop up for no-damage no-state skills.

I just realized i didn't add the vore state to the skill, im a dummy

now i got the state on there, but it says user not defined