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Showing results for tags 'states'.
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Using Passive Skills to Apply States of Specific Damage Reduction
Xarnic posted a topic in Editor Support and Discussion
Hello, this is my first post here so I should start by introducing myself. I'm a computer programming major leaning towards the game design elective in my degree, and I decided that while I am out of college, I should jump into the game development that I want to do. Starting out with RPG maker to really get my feet wet, rather than coding from scratch without a predefined engine. Anyways, onto my question. What I would like to inquire about is how would one go about this process, and whether or not I could do it in engine by default or if I would have to make a plugin specifically for this. If the latter is the case, if someone could get me on my way with the syntax on that, I would much appreciate it. I've taken Java, Python, Visual Basic, and C++ courses, so I have at least a decent wealth of knowledge in those, however I've come nowhere near mastering any, and JS is a new beast to me in that right. tl;dr The process: Player Has Passive Skill of Acid Resist(covering poison related DoT spells or attacks)---> Enemy Casts Venom, doing flat damage and applying a poison DoT state->Acid Resist procs fully and reduces the incoming tick damage from the Poisoned state by 40%. The formula I would like to have applied is this--> PoisonDamageFormula*(1.0-AcidResistNumber) = final damage. This would equate to Math.floor(PoisonDamage*0.6) overall. How should/would I apply this? I have been thinking I would love to use the notetag system in engine to do this, however with the way it works, I don't know of a way to plug in the tick damage from the poison state in tandem with an Acid Resistance state to get a final state of damage. I've thought about the potential of using a common event with a trigger based upon if the target in question is poisoned? However, I noticed when fiddling with it that I do not know how to use a blanket argument when it comes to characters, and I would have to choose a specific one. I could be wrong of course, as I am new to all this, so please correct me if so. The reason I want it to pull a variable is because the variable will be determined by their acid resist tier. Scaling from tier 1 to tier 3, gaining 20% more resistance with each tier. Each tier would be harder to obtain than the last, of course, and it's not a needed thing, just something for the grinders out there who want to fully complete something they play. Poison DoT is working like Final Fantasy and Pokemon, where it persists unless otherwise cleansed, which, I know, annoying. Thank you for your time, I look forward to hearing from the lovely people on this forum regarding this.-
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- damage reduction
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Oh boy, back again... If it wasn't apparent how comically inept I am at coding and scripting, here's more proof~ I do feel quite bad continuously asking for so much, but of course you're all quite welcome to just ignore this and go about you day~ I'll get to the point. I'm sure most of you know that Confusion in RPG Maker makes the victim attack any, be it their allies or their enemies, regardless of player input. I have altered my version of confusion so that the victim always targets their allies, and this state works well for a majority of the game. However, I was wondering if there might be away to improve the effect of confusion beyond simply attacking one's allies. More specifically, I would like to create an alternative version of the confusion state (perhaps named something like infatuation) that causes the victim to actually use their abilities instead of simply using their normal attack. Even more specific than that, I'd like the victim to be able to use positive spells, such as buffing or healing spells, and perhaps even items on their enemies. It would be completely fine if this effect replaced the effect of causing victims to attack their allies. Essentially this status would turn its victim into a source of buffs and healing for the enemy team. Think Brainwash from Persona or Confusion in certain Final Fantasy Games. I am almost positive that such an elaborate setup would need a script, but I have been unable to find anything of the sort so far. So I thought I'd try my luck here. As always, any and all help any of you could give me would be very much appreciated~
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Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
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Hey there Im kinda stuck on this and cant seem to figure out how to set this up and im here in hopes to find someone that could give me a hand, hint or short tutorial. Im looking to make a state that gets applied when resting at a Inn (no problem sofar) that then lasts over multiple encounters. (this is the problem) By regular means states can be set to be removed after X amount of steps. It works but its not ideal. I would rather set it up to X amount of encounters to give it better consistency. Thanks in advance for input, help, hints or ideas! Greetz Dan
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Hello, I was wondering if anyone might have a solution to a minor problem I'm having with my Zombification State. As it is right now, it works nicely in that it causes any and all healing, whether it be from items or magic, to be taken as damage. The problem I have with this is that it only registers healing that links to the REC Parameter (Recovery) and therefore does not reverse the effect of HP Regen or Revival Skills/Items. I'm not too bothered about Revival Skills/Items since I can just use healing skills to deal damage, but I would like Zombification to reverse the effect of Regen so that it acts more like poison if the target is a Zombie. This would also involve making Regen work normally again if Zombification was removed. I've played around a little with the script snippet that I'm using for Zombification at the moment, but I can't really figure anything out. I'll leave the snippet below if it helps, but don't credit me for creating it, because I didn't. I'd prefer not to have to get an entirely new script to make this work, and would much more prefer to just add another snippet to work for Regeneration, but I don't know if that's possible. Any help you could give would be greatly appreciated! Zombie.txt
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- regeneration
- rmvxa
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Basically, I'm making a humour-based game and need to figure out a whole bunch of skills, weapons, items and states. While I don't need much of a "team" for this project, I think multiple people putting their heads together would be super useful! (Feel free to make skills that both damage enemies and heal allies - I can do that.) Current Weapon Types: Basic - Basically, your basic weapons such as knives. Explosive - If it makes your enemies go out with a bang, it goes here. Tech - If it's technology, it goes here, especially if it's robotic in nature. Special - It it's enchanted, paranormal or one-of-a-kind, it goes here. Unconventional - Something you wouldn't normally use as a weapon, but could be used as a weapon, such as pool cues or vintage vinyl. Oddly Convenient - You wouldn't normally reach for it, but it could be found in a shed - you know, like a cricket bat. Electric - If it's shocking, it goes here. (I guess you could say these weapons are a real buzzkill for your enemies. Funny, right? Riiiight? Only me? Okay.) Character Specific - The weapon is either Harpoon-related (has a chance to Bind an enemy using harpoons), Mirror-related (reflects damage back onto the enemy because logic) or Lucky (has a chance to add a variety of states to enemies). Current Skill Types: Technology - Technology Skills use technology equips and Tech Points. Special - Special Skills are just special things for each character to do. One character mainly does damage skills, one character does a main combo of damage and shield skills and one character mainly has buff, debuff and healing skills. Super Special - Super Special Skills are basically character-specific buffs and debuffs for that character only. One character can activate radioactive superpowers in the form of a minor boots to all of their stats or a major boost to one or two of them, one character can activate a monster form or possessed form and raise some of their stats and one character can summon help from beyond the grave in the form of zombies or vampires, significantly boosting their stats. I'd like more ideas for different things they could do for themselves. Current Item Types: Healing - Your basic healing items. Damaging - Damages either a party member or an enemy. Tech Chips - Use Tech Chips on your Technology Weapons to boost their stats. Snake Oil - Needs to be identified before it cam be used. It's either a Healing or Damaging item. I'll update this as more stuff is added and eventually add a list of each of these things, but go crazy with your ideas! I may change the names of some of the things, but don't let that stop you from making a name for your idea! ALL CURRENT THINGS FOR THIS (without actual descriptions): ITEMS: WEAPONS: ARMOURS: (I'll add the skills and states later, as I'm heading to bed right now.)
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I have added two states to my rpg, 'frenzy' and 'exhausted'. I want 'exhausted' to be applied automatically when 'frenzy' expires. is there an easy way to do this? Furthermore, 'frenzy' and 'exhausted' should be mutually exclusive. Is there a way to do that?
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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) -
Can I make a state require a weapon type?
KnightDragoon25 posted a topic in Editor Support and Discussion
As the title says, is it possible for me to have a state require a specific weapon type before it takes effect? It would be great if I didn't need a script for this. -
For my game, I have a skill that runs a common event which lowers your defense after using it. I only want it to decrease it in battle, but the defense stat stays lowered permanently. I want it to be stackable, and I don't know how to make stackable states. How would I do this so the defense stat only lowers in battle and reverts on the field?
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I need a plugin for a 'disease' state like from Final Fantasy XII, where your Max HP always equals your current HP. Setting the 'Recovery/Pharmacology' Sp-Parameter to 0% isn't the same because there's still a difference between Max HP & current, which some skills may use (a.mhp - a.hp), just like the '????' enemy skill from Final Fantasy 7.
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Placeholder States are special states that use a formula to determine which state will be added, when they are actually being added to a battler. For example, let's say you had a state called "Freeze". When you first apply the freeze state, the enemy will be frozen. However, if you applied the freeze state to an enemy that is already frozen, they will shatter and die. As another example, suppose you had a state called Poison. When you first apply the state to a battler, Poison 1 will be added. When you add the Poison state to a battler that already has Poison 1, it will be removed, and replaced with Poison 2. This allows you to create states that can be used on the same battler multiple times, but potentially have different results. More information and downloads available at HimeWorks
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I need a plugin for a Zombie state that reverses healing. Pretty simple.
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In RPG Maker MV, damage calculations are performed when one battler uses an action on another battler (including themselves). So for example, let's say your actor attacked an enemy using skill #3. The game would look at skill #3's damage formula and use that to determine the base damage that the skill can deal. In addition to this "base damage", we also have some extra damage modifiers, such as the guard effect which halves the damage received, as well as the critical hit modifier, which increases damage based on a critical multiplier. This plugin allows you to further apply additional damage modifiers, which essentially allows you to change the damage even further. These modifiers will be applied to states, so whenever the state is active, the damage modifiers will be used. State damage modifiers can be applied to both the attacker as well as the target. Attacker damage modifiers are applied before the target damage modifiers. More information and downloads are available at HimeWorks
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- damage modifiers
- states
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Would you like to provide some visual indication that a state has been added or removed? By default, when a state is added, there isn't really any visual indication beyond a little icon in your party menu, or a little icon over the enemy's head. If you're using the side-view battle system, you could potentially add some side-view overlays to show the state. However, what happens if you have neither overlays nor icons? And there's no message that says "State was added" or "stated was removed"? This plugin gives you the tools to play some animations when your state changes! More information and downloads available at HimeWorks
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Do you want to visually display the number of turns that a state has before it expires? For example, perhaps you have a state that will automatically kill you after 5 turns have passed, and you would like the player to see the number as a visual indicator. This plugin allows you to display a small number popup above a battler's head that represents the number of turns left before a particular state expires. More information and downloads available at HimeWorks
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Do you have a buff state that will allow you to unleash a guaranteed critical strike, but only for the next action that you take? Or perhaps a state that will increase the effect of all healing spells, but only after a healing spell has been used, the state wears off? This plugin allows you to assign a new “auto removal†condition to your states: Remove State On Action. You can choose how many actions it takes for a state to disappear, and also whether only certain actions will affect the state. You can combine this removal condition with other auto-remove conditions such as checking for a certain number of turns, or taking damage, and so on. More information and downloads are available at HimeWorks
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In RPGMaker MV, the default death state is the first state in your database. When this state is applied, a battler (enemy or actor) is considered to be dead. During battle, when all enemies have the death state applied, the actors are victorious. When all actors have the death state applied, they will be defeated. Outside of battle, if all actors have the death state applied, game over. But what happens if you wanted other states to be considered death states? For example, if all actors are petrified, then the game ends. Or if all actors fall asleep, then the game ends. This plugin allows you to designate additional states as “death†states. Unlike the normal death state, actors won’t lose all HP/MP, but they will still be considered dead. More information and downloads are available at HimeWorks Toggle-able States Overriding States Progressive States
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Do you have states that automatically change into other states after a certain amount of turns or actions have elapsed? For example, you have a Doom state that counts down every turn, and when the countdown reaches 0, the battler will automatically die. Or perhaps you have a Poison state that will worsen if it's not treated, and after walking around for 50 steps, the poison state automatically turns into a deadlier poison state. Or perhaps you have a Frozen state that prevents the battler from moving, but if it gets hit by any damage, it will immediately die. This plugin allows you to set up your states so that when the state is removed automatically, new states will be added. More information and downloads are available at HimeWorks Other state-related plugins you may be interested in:Toggle-able States Custom Death States Overriding States
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Do you want to have states that can remove other states? For example, you have two types of poison states: Weak Poison, and Strong Poison. When the Weak Poison state is applied, you lose 5% of your HP. However, when the Strong Poison is applied, you lose 10% of your HP. Now, you also have a special case where applying strong poison state will remove the weak poison state automatically. With this plugin, you can indicate whether your states will remove other states when they are added. More information and downloads are available at HimeWorks Other state-related plugins you may be interested in:Toggle-able States Custom Death States Progressive States
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Do you have a state that can be removed when you apply the same state? For example, you use a state that adds a poison state, but when you apply the same poison state, it will cancel out the existing poison state. This plugin allows you to create toggle-able states. When the state is added, one of two things can happen 1. If the state does not exist, then it will be added 2. If the state exists, then it will be removed More information and downloads are available at HimeWorks Custom Death States Overriding States Progressive States Originally requested by Nohmaan
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What does it do? Adds more functionality to states. Stacking states - E.g. 10 Bleeding state stacks, 5 Poison state stacks Transforming states at stacks reached - E.g. At 5 Poison stacks, transform it into Toxic state. Author: Mr. Trivel Name: States EX Created: 2015-10-27 Version: 1.0 Screenshot: Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Special thanks to Harold, Therese, Marsha and Lucius for getting poisoned for hours without breaks while testing. P.S. They did survive. I'm also interested in ideas for more functionality for states. Legal: Free for non-commercial games. For commercial use contact me.
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This plugin allows you to easily double the number of times certain skills are casted. When a particular state is added to an actor or enemy, all of their skills will hit twice as many times. For example, by default, when you cast heal, you only heal once. However, when the double cast state is effect, you will heal twice for the price of one! More information and downloads available at HimeWorks
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Alright, time for some popcorn... Hey folks, today I want to present the idea of more than the basic four elements of life. (Being fire, water, earth, and air, if you're unsure.) For the main series I've been working on, I have elements like Nova and Spirit, as well as the basic Dark and Light. Some elements, like Nature and Chaos, are two separate elements that can be used as one. Nova, however, relates to stuff like stars, black holes, and all that fancy murdering stuff that you find on TV. Life focuses on the healing aspects of something or someone, while Feral focuses on the "beasts" of the land. In other words, should these elements stay within the main four, or should they keep their own dazzle? List of 15 Different Elements plus their backdrops Fire- Focuses on the destroying aspect of anything. Can cause the basic "burn" status which does the same as poison, but as a pinch faster rate. Water- an element that works with statuses like cleanse and breathless, Water tends to be more of a supporter than a offensive fighter, but can throw a few punches when needed. Wind/Air- Freedom and rejoice come with this element, and things like mass-effecting spells are pretty common. Additionally, the status infliction Tossed can render this element seemingly unbeatable. Dark- Focuses on the deep reaches of evil and can only be defeated by light in ancient tales. works with the basic Blind, but like Shadow, can throw a few Curses. Shadow- Deals with the unseen, untouched, and deadly secrets of unknown souls. Main statuses are things like Doom and Curse, but there's also Grip and Grappled to deal with. Nova- Basically spacial things. Feral- Wild is the way to go in this element. All creatures, living or dead, could classify, but the art truly comes from those who embrace, love, and control the life of animals around them. Celestial- Mainly the gods fit in this group. Lightning (Thunder for those who want to be blandish. No offense)- The unpredictable and quick fester here. Spark, Stunned, and Paralysis all fit. Earth- The ones as sturdy as the ground itself live under the Earth's umbrella. Poison, Intoxication, and some shared statuses are common here. Nature- Focuses, rather, on the aspects of the living around, but don't have a voice. Sleep, healing, and small, consecutive damage are found in this element. Spirit- Controllers of others, Curse, Sleep, and other mind-messing problems start here. Chaos- Light and Dark mixed together. Light- Focuses directly on destroying the dark. Regen effects are common. Life- Stated above. Now, you may be wondering about some of the states, like Grip. Here's a few examples: Gripped: Both the user and the target share damage until one dies. Intoxicated: Deals Lv2 Poison damage, and also deals bonus damage equal to the afflicted target's defense. Tossed: Causes the target to stumble, making all defenses and evasion 0 for a few turns. Sparked: Can be stacked to 4 times. Has a 25% chance to insta-kill a party member, and also deals small damage over time. Remember, any and all feedback is greatly thanked!
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How do I make state dependent states? for example let's say there is a nightmare state and a sleep state applied to the enemy, If you wake up from the sleep state the nightmare state should remove as well. Are there any scripts for this kind of functionality?


