Rocky_Bomboa

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I'm new to using RPG maker MV and I wanted to know if making it so states affect characters out of battle is possible. Like making a poison last after battle is what I'm looking to do and if its not possible than dang.
 

Shaz

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Make sure the state doesn't have "remove at battle end"
 

Andar

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states are completely independent of battles, there is even a setting to have them expire based on steps done on maps.
 

Rocky_Bomboa

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Make sure the state doesn't have "remove at battle end"
guess I should've been more specific, what I mean is like your walking around and still have the affect going on like still losing health from a poison even though your out of battle. If unchecking "remove at the battle end" already has this affect than I must be doing something wrong.
 

Shaz

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Well, what is the state and what do you want it to do?

The poison thing happens because that's built into the engine. If you want other states to do other things that aren't set up by default, you will have to handle that. But what you do depends on the state and the effect you want.
 

Piyan Glupak

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If you want a state to continue after the battle, in the database, choose the state tab and then the state that you want to continue after the battle. In the middle of the screen there is a section called "Removal Conditions". "Removal Conditions" is what you are interested in.

In "Removal Conditions" there is a tick-box labelled "Remove at Battle End". You need it unticked, so click on it until there is no tick in it.

It might be worth thinking about some of the other removal conditions, in case they will remove the state before you want it gone. "Remove by Restriction" means that the actor being affected another state might remove that state. If you don't want that then make sure that box is unticked as well.

If you don't want the state to be removed when the actor loses hit points in combat, you would want the "Remove by Damage" tick-box unticked. Unless you want the state to go away after the party walks around for a while, you would want the "Remove by Walking" box unticked as well. You would want "Auto-removal Timing" selector set to "None".

Might I suggest that you look at a few tutorials? Once you know a bit you will be a lot more comfortable trying things out on your own or reading the "Help" file. I think that Andar has links to some tutorials in his signature at the bottom of his posts.
 

Rocky_Bomboa

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Well, what is the state and what do you want it to do?

The poison thing happens because that's built into the engine. If you want other states to do other things that aren't set up by default, you will have to handle that. But what you do depends on the state and the effect you want.
Well I got it now, thanks for you're time
 

Rocky_Bomboa

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If you want a state to continue after the battle, in the database, choose the state tab and then the state that you want to continue after the battle. In the middle of the screen there is a section called "Removal Conditions". "Removal Conditions" is what you are interested in.

In "Removal Conditions" there is a tick-box labelled "Remove at Battle End". You need it unticked, so click on it until there is no tick in it.

It might be worth thinking about some of the other removal conditions, in case they will remove the state before you want it gone. "Remove by Restriction" means that the actor being affected another state might remove that state. If you don't want that then make sure that box is unticked as well.

If you don't want the state to be removed when the actor loses hit points in combat, you would want the "Remove by Damage" tick-box unticked. Unless you want the state to go away after the party walks around for a while, you would want the "Remove by Walking" box unticked as well. You would want "Auto-removal Timing" selector set to "None".

Might I suggest that you look at a few tutorials? Once you know a bit you will be a lot more comfortable trying things out on your own or reading the "Help" file. I think that Andar has links to some tutorials in his signature at the bottom of his posts.
Well thank you for helping me understand these certain things and that tutorial idea ain't bad
 

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