hoboayoyo

Villager
Member
Joined
Oct 29, 2016
Messages
22
Reaction score
2
Primarily Uses
Looking into making enemies resistant/immune to a status effect after it's applied.
Haven't found any plugin's of the sort so I imagine it's able to be done in engine.
Kind of like Etrian Odyssey.
Any help in the right direction is appreciated.
 

ScorchedGround

Blizzards most disappointed fan
Veteran
Joined
Apr 12, 2020
Messages
489
Reaction score
697
First Language
German
Primarily Uses
RMMV
Unless I misunderstood the question, couldn't you just give the state in question a trait that sets the state rate to 0% for the given state?

For example, give your "Poison" state the following trait: "State Rate Poison 0%".

Be careful though that the skill that applies the state is not set to "Certain Hit" because this would ignore any State Rates.
 

stramin

Veteran
Veteran
Joined
Nov 4, 2012
Messages
231
Reaction score
95
First Language
spanish
Primarily Uses
N/A
There is also a trait to resist a state:

1611786482214.png
 

ScorchedGround

Blizzards most disappointed fan
Veteran
Joined
Apr 12, 2020
Messages
489
Reaction score
697
First Language
German
Primarily Uses
RMMV
@stramin
I believe this would not work because State Resist also removes the state that is currently active already, which the OP did not ask for.
(Not 100% sure though and can't test it right now)
 

hoboayoyo

Villager
Member
Joined
Oct 29, 2016
Messages
22
Reaction score
2
Primarily Uses
I guess ill make double of each stat effect, one that is the normal state and one that adds a resist state i guess.
 

stramin

Veteran
Veteran
Joined
Nov 4, 2012
Messages
231
Reaction score
95
First Language
spanish
Primarily Uses
N/A
@stramin
I believe this would not work because State Resist also removes the state that is currently active already, which the OP did not ask for.
(Not 100% sure though and can't test it right now)
Good to know about this, I going to test it later
 

ScorchedGround

Blizzards most disappointed fan
Veteran
Joined
Apr 12, 2020
Messages
489
Reaction score
697
First Language
German
Primarily Uses
RMMV
@hoboayoyo
You don't need to make 2 states.

My approach should still work:

For example, give your "Poison" state the following trait: "State Rate Poison 0%".

Be careful though that the skill that applies the state is not set to "Certain Hit" because this would ignore any State Rates.

Based on this example, your Poison would make the afflicted character immune to poison while still retaining the poison that is currently active.

Just replace "Poison" with any state you need.

I also attached a screenshot of the example just in case
 

Attachments

  • Poison.png
    Poison.png
    77.1 KB · Views: 9

hoboayoyo

Villager
Member
Joined
Oct 29, 2016
Messages
22
Reaction score
2
Primarily Uses
But the resist state is removed when the status goes away correct?
I want the resist state to stay throughout the battle (or more turns than the state is on) to prevent it being spammed on bosses.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
6,013
Reaction score
5,655
First Language
English
Primarily Uses
RMVXA
Right, if you want the "resistance" to last longer than the effect of the state, then two different states is the way to do it. If you want the resistance to last the entire battle, don't set a number of turns or actions; just have it be removed on Battle End. If you don't want to show the Resistance state, set its Priority to 0 and give it no icon.

Be careful with your use of Recover All because that will remove all states (including the Resistance states). The only way to change that behavior is to use "Permanent States" plugins. Or, you can work around it by using complete HP and MP recovery, as well as specifically removing normal states (but not Resistance states), wherever you would have used a Recover All command.
 

SirCumferance

Veteran
Veteran
Joined
Jul 17, 2012
Messages
65
Reaction score
14
First Language
English
Primarily Uses
RMMV
Hopefully not necro
You could make the poison die down on its own, over time, but still leave the state at indefinite
Something like this may work (though I am not a codesmith)
(original idea borrowed from Yanfly T&T)

EDIT: Just realized that not everyone in the world uses Yanfly Plugins....this may need some of those

JavaScript:
<Custom Apply Effect>
// Make sure the stack count exists.
target._Poison = target._Poison || 0;
// Increase the stack count.
target._Poison = 10;
</Custom Apply Effect>

<Custom Remove Effect>
// Reset the stack count.
target._Poison = 0;
</Custom Remove Effect>

<Custom Regenerate Effect>
// Make sure the stack count exists.
target._Poison = target._Poison || 1;
// Sets the maximum amount of stacks to 5.
var stacks = target._Poison;
// The damage formula used per tick.
var damage = stacks * stacks;
// Play poison animation on the target.
target.startAnimation(59);
// Target takes HP damage.
target.gainHp(-damage);
// Play the popup.
target.startDamagePopup();
// Clear the results.
target.clearResult();
// Check if the target is dead.
target._Poison -= 1
if (target.isDead()) {
  // If the target is dead, make it collapse.
  target.performCollapse();
}
</Custom Regenerate Effect>
 

Latest Threads

Latest Profile Posts

here's another RPG Maker remake idea: "Plumbers Don't Wear Ties". I'll salute to whomever does this
I won't finish it today, I only will have time to work on that next Saturday, what a shame... :(
I made something for @LittenDev [as he requested]
It's been a weird while. I've been so torn down that even playing video games has been something I avoided. But I shouldn't forget two things. One, I love RPG Maker for a reason. Two, only way to eat an elephant is a bite at a time.

Forum statistics

Threads
111,385
Messages
1,060,722
Members
144,728
Latest member
Izaya_Nozomu
Top