The basic part is to at least enter the State ID in the Plugin that you'll use for the Vore State. The plugin should work when that State is applied successfully (used like any other state)
polyedit2000
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The Runtime Package found on the official site. These are pretty much the default assets for the matching engine that you install on your side since data transfers were slower back then.
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.
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<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.
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.
Sorry for the late reply. Anyway, <Digest: 100> is not going to do anyway, it should be <DigestHP: 100>. However, what you may be looking for is <DigestHP: -100> where -100 takes away 100 HP from the prey.
Also, I just read through and noticed that the popup doesn't appear for digestion. A quick look shows that the processes for setupDamagePopup are different, so I'll have to rewrite that part.
The fix for this and the "cannot save" should be up in some time.
Make sure you have the latest version, which was around noon. The first time I was alerted to this error (people killed a slime), it turns out I had a placeholder that used a $dataSkills and the method did not the action until the skill-related tags were added to the demo, but an action is not at the same level as $dataSkills.
This should be fixed as the placeholder is replaced with an actual action.