Eh why not: Post interesting states you made here

GammaVector

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Hallucinate: Basically an enhanced confuse. The enemy is wracked with terrifying hallucinations and lashes out at his fellows. All params (except for ATK) drop, but especially MDF (because in my game, magic == brainpower), there is light slip damage (due to the enemy clawing at his own skin to try to escape the visions), and the "attack an ally" thing is checked. Oh, and the reason ATK doesn't drop is because it gets a 150% boost due to desperation.


Soul Crush: The migraine from hell. Only affects magic users, and only if their mana is <= 50%. But when it hits, it immobilizes and causes slip damage to mana. After mana gets to <= 25%, the slip damage starts affecting health as well. And did I mention that it gets slightly stronger every turn? First turn does 3% slip damage to mana. After that, 5%, then 7%, etc.


Shiver: Comes from being hit with non-lethal cold magic. Accuracy drops significantly, as does AGI and DEF.


Live Wire: When b is infected with this state, any action that touches him causes damage to a. So, projectiles are fine, but physical attacks (whether magical or swordy) will get you zapped. But the hilarious part is that healing is always a laying-on-of-hands thing, or item use. And item use counts as touching. Nothing happens if b heals himself with an item, though.


Magic is a nasty, nasty thing in my games.
 

Milennin

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Rampage: Rampage is inflicted on all Heroes and Monsters. Characters inflicted with Rampage cannot be controlled, and use random attack/abilities on random targets. Rampage ends once one of the parties is defeated.

Basically a mass confuse/berserk that affects both parties in the battle. Meant as a fun ability...
 

Alexander Amnell

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Hmm, some of the more interesting ones of these are permanent or long standing statuses but...

Spirit-Link: Basically allows the two linked characters to feel the emotions/general locations of each other. In battle translation: They share the same status effects, both positive and negative. So if one is poisoned both suffer the effects of being poisoned. (excludes death status)

bleeding: hp degen of 1% per turn and stat cuts of 3% to all stats excluding hp/mp/tp. Can stack up to 10 times and becomes harder to treat/remove the more sever stage it is in.

Spirit Enhancements: These are a variety of statuses used in my game by the non magic wielding characters (there are only 2 not in this group among the playable characters.) This is how characters without the talent for actually using magic utilize spiritual energy that is known to be present within everyone. Basically grants stat boosts or resistances along with a degen to mp that is more sever the stronger the enhancement, which will last until either the player turns the enhancement off or that character's mp pool hits 0.

Rage: My games take on a berserk type state. Instead of strait enhancements to dps + always attacking it adds all 'Spirit Enhancement' type traits that the character knows at one time + cuts max tp in half(50) which is important because tp serves as a sort of stamina system for physical skills in my game, so it limits the skills used generally down to the 'simpler' ones that could be utilized while unthinkingly enraged. Higher rankings of this ability (learned by using it over and over and learning more enhancements) also grant mp regen to combat the losses from all the individual enhancements (otherwise by the time it became worth using it would only be able to last 1-2 turns at most.) 

Cursed Mark: A unique curse that is visible as a mark on a character's palm. It's primary effect is that the bearer sees apparitions and hears voices, which are completely dependent upon that character's peace of mind so stress and confusion enhance it's effects. In battle effect: can cause the character to attack an enemy that isn't really there in battle, or to become so distracted by the taunting voices that he doesn't act at all. (these effects are generally rare/non-existent though there is a chance of them happening in every battle they almost never do except for certain points in the story where the character is going through a particularly hard time.) As the curse worsens it also opens up a unique set of really powerful skills that the character can use to balance out the negative side of it (and give players a reason to worsen the effects, since it is actually a choice that comes up in game to loosen the curse and make it dependent on the character's emotional state rather than leave it sealed.) 
 

Engr. Adiktuzmiko

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Phase: Allows you to move thru unpassable terrain
 

captainproton

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So far, the only states I've created are Wood Force, Dark Force, etc, for the various elemental alignments.

I created a Berserk state, really upping the ATK, but making you unable to take orders.

The Undead state immunizes you to certain elements and ups certain stats, but you are unable to take orders, you might attack your allies, and also infect them with undeath. (Zombie plague!)
 
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A lot of interesting states here.

I might draw inspiration from some of these.

A dryad character of mine had:

Thorns: Everyone who attacks receives damage back.

Root: Skip one turn, get health regen and defense bonus.
 

OM3GA-Z3RO

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This is in my current Project on my Grey Mage (Time Mage) can be a potential healer as well and this is his revive spell.

Fateful Delay (Name WIP)

Delay's the victims KO.

- Revives the target with 50% HP

- HRG -7% per turn

Heres another.

Chaotic Pact (This state is on a Tank character.)

Transform the user into a Chaos Avatar

- Increases ATK and AGI by 200%

- Disables all Tanking Spells.

- HRG -7%

- Once use per battle.

Thats all I can leak for the moment
 
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SergeX

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Status that we already know, but I made small changes following 'real life logic':

Frozen: the target cannot attack or move. Solid ice increase by 20% physical defense. Because low temperature can kill, the target also loses 3% of HP every turn. Ice melts, so lasts 4~5 turns.

Burn: The target loses 1% of hp every turn AND fire damage received increases to 120%. Also, physical defense is lowered since the target's skin is weakened because of burn. Only healed by water type healing magic. 

Petrify: present in many games. In my project, since you're turned into a rock, your tolerance to water and wind are increased by 45%. Physical attacks will hurt 45% more (I thinking of people that break bricks and other hard stuff with brute force, a logic also present in Pokemon - fighting moves are super effective against rock type). Not sure about fire tolerance, since heat turn rock into magma... Not removed unless healed with proper healing spell.

If the game uses different weapon type of damage (pierce, slash and etc), damage from swords could be decreased and damage from punches and axes increased. Or this is too complex? I dont know. 

Cold Armor: somewhat similar to Frozen, but this is a auto inflicted state. The user can attack and move, but will lose HP; physical defense is increased. Burn overwrites it. Also, other elemental armors could be done too. 

I was thinking of a Bolt Armor status (makes the oponent loses HP with contact attacks) or "static state" (like the ability from Pokemon, may paralize anyone that tries to attack the target with skills that make contact), but I dont know how to make these things work... Some advice in this is welcome, if possible.
 
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arekpowalan

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Hotblooded

"With a burning and overwheiming passion, nothing can stand in a way between you and victory."

- Change physical attack to fire.

- Increases 0.5% of the attacking power

Super Rat Phobia

"They are so scary! Get them away!"

- Can't act when a "rat" type enemy is presented.

- If the character is the last one standing, it's game over.

Dragonite

"Transforms into a dragon, though the process drains your energy so fast it's very risky."

- Transforms into a more powerful form

- Minus 15-20 TP every turn.

- Can be cancelled anytime.

- If insufficient TP, force the actor to transform back to the original state, and reduce HP to one digit.

Staggered

"You can't use a physical skill"

- A variation of "Silence", but instead of not being able to use magic, you can't use physical based skills.

- The state is automatically lifted after 3-5 turns.
 

captainproton

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@arekpowalan: nice! The rat phobia had me rolling, and the staggered is a nice twist on an old standard.

@julien brightside: I like that thorns state. I thought about making something similar for my druid class, but wasn't sure how to implement it.

@sergex: I have a petrified state in my game, but have been having problems getting it to work. I was trying to get it so that if the whole party was petrified, you got a game over, but I just got an unending battle with monsters trying to hit stone characters.
 

kj3400

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I have two, which actually complement each other:

Drunk: Attack increases x 3  but MP/TP usage also increases x 2. Luck increases by x 2 as well. After 3 battles, you become hung over.

Hung over: Defense is halved, vulnerable to light and sound attacks, skills sealed. Lasts for 3-5 turns of one battle.
 
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CWells

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I just put together some boss only magic and states. The what will be known as "sound" magic uses noise to scramble character parameters and features.

One sound magic skill will inflict the state Deafened, which will freeze TP, not allowing it to charge up. It will not degenerate, it just wont grow for a number of rounds.

The other is called Noise:

Magic cost rate is 200% and ATK and MAT are 25% weaker for up to 6 turns I was going to add to Sound magic a state in which it makes a player resist all positive states. So nothing can protect them, no barriers can be applied, no heals. But that was better suited for my Curse state:

Curse cuts MMP and MHP down to 70% of original value. And you will resist any positive States/heals
 

Kyutaru

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I created the Fusion state.  When Character A and Character B dance together, they merge into a superhuman version of themselves with untold power.

This state is virtually required to defeat certain bosses.
 

Chaos Avian

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@Kyutaru: "We need to fuse to defeat Omega Shenron!", "Fine Kakarot!", "Fuuuusion-- HAA!" (Sorry couldn't help it xD)

I made a state called "Blood Rush" for my Beastman class, essentially it doubles ATK and AGI, grants an extra attack and turn (the latter a 15% chance), but locks skill, Guard and Item use as well as draining HP and MP by 10% each turn.
 

aliensalmon

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Heal Block

[REC] * 0%

[PHA] * 0%

The afflicted character cannot heal with spells or items.

Promoted Healing

[REC] * 1000%

[PHA] * 1000%

Healing from spells or items is boosted
 

whitesphere

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The most interesting one I have is Freedom Aura.  Grants protection from harmful states at the expense of actual defense.

State Rate: Death  * 5%

State Rate: Paralysis * 10%

State Rate: Sleep * 40%

State Rate: Confusion * 50%

Parameter: DEF * 95%

Parameter: MDF * 95%

This is crucial in the Final Boss fight, where the Final Boss can use an attack which is called Instant Death which does exactly what you think.  Without this state, the party members will immediately die.  Fortunately the Skill which provides this state can be used before battle.
 

whitesphere

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@sergex: I have a petrified state in my game, but have been having problems getting it to work. I was trying to get it so that if the whole party was petrified, you got a game over, but I just got an unending battle with monsters trying to hit stone characters.
It sounds like you need to use a small script to check for all characters petrified, during battle, and trigger Game Over if that happens.
 

Warpmind

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That'd be Squirrels In Pants, i think... Unable to act, +100% Evasion rate, due to jumping and dancing erratically for 3-6 rounds.

...It could only be inflicted under somewhat specific circumstances, actually. Not particularly harmful, but good for letting the party heal up while the adversary was, hm, otherwise occupied. :)
 

Probotector 200X

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Catgirl

The afflicted character transforms into a feral catgirl. This disables all weapon techniques, but gives them several claw and bite attacks. Attack, Luck, and Speed up. Defense, magic defense, and magic attack down. Normally caused by enemy catgirl shamans, but there are ways to turn your own characters into catgirls if you want the stat change and moveset...

I've been toying with the idea of certain transformation states that aren't necessarily bad. They come with ups and downs, also allowing your character to change appearance...for fun and shenanigans. For a real riot, these transformation states would not just wear off after battle, so if you wanted to, or couldn't help it at the time, you'd do cutscenes where characters sprites and portraits are...different. For some reason, one of most finalized states of this sort I've decided upon is Catgirl.
 

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