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Showing results for tags 'state'.
Found 24 results
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Note This plugin's available for commercial use Purpose Lets you set some states to reverse the ally/foe identification Games using this plugin None so far Notetag Plugin Calls Video https://www.youtube.com/watch?v=NCVMdR7HFls Prerequisites Abilities: 1. Little Javascript coding proficiency to fully utilize this plugin Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog DoubleX RMMV Confusion Edit
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Essentially, I have a character that can go into a temporary powered state, but I want a game over if they die during it. I've attempted to search for something that does this, but to no avail. I tried using a permanent state script with a conditional branch, but that didn't work either. Asking for a request here, as I just can't find anything that gives a script or tutorial that does this.
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Purpose Lets you run some codes set by your notetags on some important state timings Introduction * 1. This plugin lets you use notetags to set what happens when a state's * added/removed/expired/turn's updated/turn's reset on the battler * involved * 2. You're expected to write JavaScript codes directly, as there are so * much possibilities that most of them are just impossible to be * covered by this plugin itself, so this plugin just lets you write * JavaScript codes that are executed on some important timings Video Games using this plugin None so far Parameters Notetags Script Calls Plugin Commands Prerequisites Plugins: 1. DoubleX RMMZ Enhanced Codebase Abilities: 1. Some RMMV plugin development proficiency (Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced) Terms Of Use Contributors Changelog Download Link Demo Link
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Purpose Lets you set some states to persist after the battler's dead and revived Introduction * 1. The default RMMZ states are all gone when the battler's dead * 2. This plugin lets you set some states to persist after the battler's * dead and revived afterwards Video Games using this plugin None so far Notetags Prerequisites Terms Of Use Contributors Changelog Download Link Demo Link
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state State resistance based on number of turns or effect magnitude instead of chance
DoubleX posted a topic in General Discussion
In the default RMVXA and RMMV(I don't know if it's the same for the others as well), the state resistance's in the form of decreasing the chance to inflict a state, but without any other change if the state's still inflicted. I personally feel that it can be excessively and unnecessarily random, especially for states lasting for several turns and with serious effects. Therefore, my very naive idea is that, instead setting the state resistance as decreasing the chance to inflict a state, the former should be set as decreasing the number of turns of the inflict state, thus eliminating the randomness completely. Let's say a state reducing a battler's atk by 50% for 3 turns, which is of course a very serious deal. But there are some battlers having certain resistance on that state, some may reduce the number of turns to 2, and some may even reduce the number of turns to 1, thus removing the situation of a gamble between having no effect and reducing atk by 50% for 3 turns. Similarly, state resistance can also be implemented as reducing the state effect magnitude, and in the above case, like reducing it to 25% from 50%. So what do you think about state resistance? Do you prefer randomness or determinism in this case? -
I'm trying to make a "restart battle" system in RPG Maker VX Ace. What I'm trying to do is make a system that recognizes if all 4 actors in a battle are dead. Using Yanfly's death common event script, a common event is run whenever an actor dies. When the common event is called, a conditional branch checks if all the party members are dead. The problem is that a conditional branch can't recognize when the whole party is inflicted by a state, you can only check individual characters. Since the player gets to choose who they want to be in their party from a choice of many different characters, the conditional branch has to recognize the state of the party members 1, 2, 3, and 4, not any specific characters. So basically, is it possible for a conditional branch to check if all the party members are inflicted with a certain state?
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Need Shatter Kill effect for Frozen State
Animebryan posted a topic in Editor Support and Discussion
I need a 'shatter-kill' effect for my Frozen state. Basically, when a target is frozen & is hit with a physical attack, there would be a random chance for that target to die instantly. I need a way to pull this off with a sound effect. I don't care if its done by plugin or damage formula.- 4 replies
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- frozen
- shatter kill
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(and 2 more)
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[Plugin Request] Need to play a SE/ME when a State is applied
Animebryan posted a topic in Programming
I need a plugin to play a SE/ME when a state is applied. NVM: I found a plugin for this, so its solved.-
- plugin request
- state
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(and 2 more)
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[SOLVED] Need help with a state that converts incoming damage into HP
Illuminati3301 posted a topic in Editor Support and Discussion
Hello! I wanted to make a state which turns incoming damage into HP. That is, if your actor had the state applied, and the enemy used an attack which deals 100 damage on that actor, instead of losing 100 HP your actor would gain HP (I wanted to make it to be 50% of the incoming damage, so he would gain 50 HP in this case). I tried to figure it out by myself, but to no avail. So if someone was kind enough to help me out with this, that would be really, greatly appreciated -
Basic Skill Formula doesn't seem to work
ApexPredatorTH posted a topic in Editor Support and Discussion
Hey, I'm working on a state that increases the HP an ally regains from healing spells such as Heal, Greater Heal, etc. I've created state (36) Heal Buff, and now I'm trying to get the damage formula to work as it is supposed to. The formule i have in my Heal Skill right now is this: b.isStateAffected(36) ? (100 + a.mat*1.5)*1.5 : 100 + a.mat*1.5; I want the skill to check if an ally has the Heal Buff and then multiply the original formula by 1.5 Now, I can't seem to find the problem but whenever I heal in-game, 0 HP is healed, but mana is still subtracted. Why doesn't the game see target b is not affected with state 36 and heal with the original formula. Is it something I did Is there something else that could influence the 0 healing? It could be the fact that I created armor and gave it a state rate(36) of *100%. I just want the player to get healed more by healing spells when a certain piece of armor is worn without checking for every piece of armor in a skill formula PS: I have used the same formula in my fireball spells to check a different state and they also deal 0 damage. -
Skills that requires a certain "State" to be able to use
Gun2SV posted a topic in Editor Support and Discussion
Does anybody know a script that does that?- 1 reply
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- state
- requirment
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Okay guys, so here's my issue, I'm trying to design a skill called Aimed Shot, which applies a state called Aim to the user that gives them +30% to hit and THEN attacks the enemy they've selected. I've already asked for help on the rpgmaker forums, and someone told me to use: a.add_state(26); a.atk * 4 - b.def *2 Except when I use that the game crashes and I get the error message ------------------------------------------------------------ Script 'Game_Battler' Line 352: SyntaxError occured Unexpected tSTAR, expecting $end a.add_state(26); a.atk * 4 - b.def *2 ------------------------------------------------------------ I've tried putting the "end" everywhere but nothing works- not in the middle and not in the end. Does anybody know how to do this? I'm not much of a programmer so I'm pretty lost and the skill is essential for my combat system. Thanks in advance!
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I don't know if theres already one or whatever, would apreciate it if I could get pointed if there already is one, But like when a specific state is applied to player or enemy it will tint whoever is applied, Like you can put a RGB colour code in the state tag that tints it towards that colour at a specific opacity Idk, This would be for a non comercial game, just for a rpg for me play on my own time
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Deer! I mean Hi there! still remember me? that's right, It's me Perang Cemen. I was change some system in my game called Temporary Death, it was death but death state will be removed after battle. what? no! I haven't done! there still lot thing I want to add, so read til the end. Temporary Death When your actor die they will not only get Death state but also Weak state, that Weak State will remain until you rest at INN but Death state will be removed right after battle which mean you might can let your ally die and let them revived after battle but the Weak state will remain and make them weaker, Weak state will cut all stats from maxHp to Luk by half. I just want to hear your opinion about my system is it bad, good, boring, challenging, difficult, easy, nothing special, or whatever. I heard there a Rpg game use this system too but I forget what was that game. (RAM in my head is limited! I'll upgrade it later) <In other forum they keep asking question and not giving their opinion> ( ") = Random people (" ) = Me/Perang Cemen ( ")Aren't in RM Ace when actor die, all state will be removed and changed with state Id 1? (" )Yes, so what? ( ")Does it possible to make two state when actor die? (" )Many Scripter around here just ask them, even tough I have super simple script I made myself for it. ( ")Then what about Item that used to revive actor? If actor can be revived after battle aren't they totally useless? (" )Not totally useless, you can use it to avoid Weak status when they die, If you revived before battle over you won't get Weak status. ( ")Those who death in battle can gain Exp? (" )Yes they will gain, they have fight so hard It's too cruel to not give them exp just because they beaten. ( ")Blablabla? (" )Warawabawarawaba. and so on... be sure to leave best comment (^_^)
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Yanfly Buff & States Core - force action upon state expiring
AdamSakuru posted a topic in Programming
http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Go to 6:22 in the video so you'll know what I'm asking about. Does anyone know the syntax that would force the actor who has a state (that lasts a few turns) to perform a skill/action when said state expires? (This would be like a curse state, that kills the actor when it expires) And, similarly, syntax that would have a chance (let's say 50%) of forcing the actor with said state to perform a skill/action upon their turn starting, before their chosen action/skill? (this would be used like confusion in Pokemon. 50% actor will get a state that prevents them from acting that turn) -
Hey i was wondering how to make it so a state in my game could let it so actors lose health and enemies get a bit of that health back
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How do I make a state that saps health, Giving it to Enemy
GameKirby posted a topic in Editor Support and Discussion
Hey I was wondering how to make a State that would make it so enemies could inflict a state that make it so it saps health when it damages players (Ex. Mad milk in TF2) Thanks. -
Here's the concept: 'Glass Shield' - 1 ally gains an aura that protects them from a state. After a state is blocked, the shield shatters. Basically, a pre-emptive buff that dispels 1 state. If someone would be kind enough to help me figure out if this is even possible, and if so, how to go about creating it, that would be swell, as I'm at my wit's end after having just spent the past 14 hours attempt to get another one of my "brilliant" skill ideas to work, to no avail. Much appreciated, and thank you kindly in advance! -Jo I'm going to get more coffee.
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Just wondering... Simple state make the battle mechanic easier to understood but maybe a bit monotonous. While complex state has more potential to develop an interesting battle but harder to learnt (by player) / managed (by developer) For example : At first, I like the latter. But after observing pokemon, they use simple state and make the battle easier to managed. So, I got tempted to do this but want to hear your opinion. What do you prefer more or used on your project? Simple or complex state ?
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SOUL_MV Confusion Fix Author: Soulpour777 Plugin Description When you are stricken by the confusion state, you only do one action, which is you just Attack. You can confirm this if you check the Game Action. This plugin fixes that problem, where you can assign Attack, Guard, Wait, or any other skill you want to create that sets up a variation during confusion. This goes the same for Enemies. Plugin Download: Download (Mirror 1) - Dropbox
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So one of the party members in the game I'm working on is an undead. Considering he's undead and thus is already dead I found it odd for him to just have a normal character death in battle, right? Furthermore most undead in RPGs are damaged when you try to heal them, yeah? Thus I've been toying with the idea of him having a special script or something along these lines... So like other undead he's damaged when you try to heal him (even when you try and use reviving items on him OwO!!!) but when he does "die", instead of entering the Death state he enters a special state where he's basically paralyzed but slowly recovers HP over time. Then I was like "Yo, wait, then how will the players ever get a game over once they recruit him?" and then I was like "I didn't think of that yet..." and I was like "Yeah, good job. Now what?" and then I was all like "Shut up, let's just go on the forum" So on that note does anybody have any suggestions as how to go about that? Maybe if he hits 0 HP in this state he actually enters the death state? But then when you use a reviving item on him wouldn't that make him... not... undead? Worst comes to worst I could do a story event to bullshit that bit and make a joke out of it... Secondly does anyone know how to alter if a character hits 0 HP whether they enter the Death state or not? Or maybe know of any or know how to make a script that can alter that? I look forward to any possible responses, come what may. Also I would appreciate if no one suggested dark voodoo magic and/or praying to ancient gods in long dead languages; that didn't work last time and it ended terribly for me.
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I'm looking for a script similar to spikes on tiles which damage the player however, On these, I want the player instead to have a state applied/removed.
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Okay. So what I'm looking for is a method to apply state that drains an enemies HP every turn AND gives it to the character that applied the state. Only one character can use the skill in question as well as apply the state. If possible, I'd want to make this work w/out a script, but if that's not possible, I guess I have no choice. Any ideas?
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Skill with state formula not working, Help!
Deminera posted a topic in Editor Support and Discussion
Hello I'm trying to make my own magic attack that I want to only work if enemy is in "006:Sleep" state This is what I have done so far - if d.state?(6); 1000; else; 0; end Only problem is that it dos 0 dmg (took no dmg) every time PLZ help :wacko: