Tsukihime 1,489 Posted November 17, 2015 (edited) 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 Edited November 19, 2015 by Tsukihime 2 Share this post Link to post Share on other sites
ridenwill 2 Posted November 18, 2015 great and brilliant, I like stone/petrified state but It's a shame for now there isn't plugin to add animations to altered states. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 18, 2015 (edited) great and brilliant, I like stone/petrified state but It's a shame for now there isn't plugin to add animations to altered states. Good idea! Currently working on it. eg: when you're stoned, you turn gray; when you're frozen, you...look frozen. Edited November 18, 2015 by Tsukihime Share this post Link to post Share on other sites
+ Takeo212 1,079 Posted November 18, 2015 great and brilliant, I like stone/petrified state but It's a shame for now there isn't plugin to add animations to altered states. Good idea! Currently working on it. eg: when you're stoned, you turn gray; when you're frozen, you...look frozen. I would love you forever and ever if you did this Hime~ I love this plugin. I fully intend to use this in my main game! I have a ton of states ready for this kind of feature. All I need is petrification (Shattering/KO'ing a player on contact maybe) and a Zombie state. Thanks for all the plugins Hime~ They are greatly appreciated <3 Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 18, 2015 I'm still trying to think about how the shatter-kill frozen state should work. 1. When you're frozen, you're frozen (restrict actions, etc), but you may still be alive 2. When you're hit, the frozen state is removed, but the death state is added. Now, the question is, how to check for that hit. There's definitely something called "remove on damage" (though I'm not sure if 0 damage will trigger that). Share this post Link to post Share on other sites
+ Takeo212 1,079 Posted November 18, 2015 0 damage shouldn't kill you anyway, should it? I'd count 0 damage as a "miss" in terms of shattering. Maybe just a "state is applied", if you are hit during this state, "play animation", "invoke Death state"? I have no clue how to code it - to many walls of text - but I have no idea how to confirm the attack made contact without a "minimal damage" plugin. On a side note actually, how would you implement a count down to petrification? In FF7 you have a short timer (either ticks or turns) before a state was applied. Is that possible without a plugin? For the shatter thing, I suppose "remove on damage" could work if you don't count 0 damage as an actual hit. Also, doesn't that also count for magic? I can imagine being frozen and sudden shattered by water xD Sorry for the ramblings >.< Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 18, 2015 0 damage shouldn't kill you anyway, should it? I'd count 0 damage as a "miss" in terms of shattering. Maybe just a "state is applied", if you are hit during this state, "play animation", "invoke Death state"? I have no clue how to code it - to many walls of text - but I have no idea how to confirm the attack made contact without a "minimal damage" plugin. When an action occurs, there are two possible results: hit, or miss. You could check whether it was a hit or miss and then determine how to handle it. For frozen-shatter I think it would just check whether the action hit. On a side note actually, how would you implement a count down to petrification? In FF7 you have a short timer (either ticks or turns) before a state was applied. Is that possible without a plugin? For the shatter thing, I suppose "remove on damage" could work if you don't count 0 damage as an actual hit. Also, doesn't that also count for magic? I can imagine being frozen and sudden shattered by water xD Sorry for the ramblings >.< All states have counters. These counters are used to determine how long they last. For example, if you create a state that will last 5 turns, then it will have a counter that starts at 5. Every turn, the counter will drop by 1. Once the counter reaches 0, the state will be removed automatically "by expiry" However, once the counter reaches 0, now there's a question: how do you add the new state? I will release a plugin that allows you to add a state if the stated was removed because time ran out. This will allow you to create states like doom and the timed petrify. You'll still need a plugin that displays the state counters over the battler's head, but the auto-death/petrify would be handled. 1 Share this post Link to post Share on other sites
Animebryan 139 Posted November 19, 2015 (edited) great and brilliant, I like stone/petrified state but It's a shame for now there isn't plugin to add animations to altered states. http://forums.rpgmakerweb.com/index.php?/topic/47958-graphics-changer/ This is the plugin I'm using currently. What you do is you take a SV Actor's battle sprite sheet & colorize certain sections based on the '[sV] Motion' setting used in that state. You then colorize or add whatever you want for specific states (and don't forget that they're animated to 3 frames, so you could make a Burning state with an animated flame around their body, if you have the graphic editing capability). In the state's notetag, you include the notetags stated in the plugin (got to add one for every possible actor though). The notetags will have you include the SV Actor file name, but it can't have any spaces or ()'s in it. When that actor is afflicted with that state, the '[sV] Motion' setting will show that sprite that you made in the SV Actor sprite sheet. Here are my Sprite sheet edits for Frozen & Petrification states for default actors: https://www.dropbox.com/sh/fdrtbzxp63rje7s/AAA6ud9ukT74L81eY_ofv29Fa?dl=0 I'm still trying to think about how the shatter-kill frozen state should work. 1. When you're frozen, you're frozen (restrict actions, etc), but you may still be alive 2. When you're hit, the frozen state is removed, but the death state is added. Now, the question is, how to check for that hit. There's definitely something called "remove on damage" (though I'm not sure if 0 damage will trigger that). Here's a small solution that ZombieBear came up with for me with VX Ace. It just needs to work in MV #ZombieBear's Solution for shatter-killing: #First post I've made in a few months now, crazy! Anyway, I used what free time I've had over the past few months working on my game here and there, and in the process I found a fairly simple solution for this. You will have to go in to every skill and add in a line saying whether the attack is physical or not, but it's a quick copy paste job. #To do this just copy the following into a clean page at the bottom of all your scripts: class Game_BattlerBase def physical(a, if b.state?(X) RPG::SE.new("Ice11", 100, 100).play b.add_state(1) end end end #In that first line that says 'if b.state?(X)' change the 'X' to whatever the state id of your shatter/frozen skill is. Should look like this: #if b.state?(34) <---- or whatever your state id number is. #After this go to your basic attack skill and add the following before your damage: #b.physical(a, ; #The whole thing will look like so: #b.physical(a, ; a.atk * 4 - b.def * 2 #Not too bad of a method and you can use the loop animation script by Victor to set up a colored animation to play over your character to make them look frozen; it's similar to what I suggested before, but this way leaves you more room for the formula bar and you get the cool SE. #I never did find a way to check if the current action was physical or magical, but there are enough scripts out there to tag the skills in the notebox if you need more specific effects. I even managed to get a nullify all magic skill going on that doesn't affect physical attacks! Now I just have to go answer that 'how to do a runic skill' thread that I saw... Edited November 20, 2015 by Animebryan Share this post Link to post Share on other sites
Seriel 830 Posted November 19, 2015 @Animebryan: The second half of your post kinda duplicated. I'm just gonna hide that second one. Okay? Okay. Share this post Link to post Share on other sites
Animebryan 139 Posted November 19, 2015 @Animebryan: The second half of your post kinda duplicated. I'm just gonna hide that second one. Okay? Okay. Yeah, I forgot to use the MultiQuote option & had to redo it a few times. Thanks for fixing it. 1 Share this post Link to post Share on other sites