How to make conditional status effects/ailments

Arctorius

Villager
Member
Joined
Oct 29, 2018
Messages
17
Reaction score
1
First Language
English
Primarily Uses
RMMV
Thanks for checking this thread!
Like the title says, Is there a way to add conditions to the status effects a character or enemy can acquire?

What I'm trying to make is, for example, you have a skill that applies "Poisoned", but if the target already has the "Poisoned" state it instead applies the "Badly Poisoned" state, and if the target has "Burned" state it instead applies the "Corroding" state.
It then removes "Poisoned" for both cases.

I think that answer is in scripting, but I have absolutely no idea how to do it.
Any advice helps and is appreciated.
 

Tiamat-86

old jrpg gamer
Veteran
Joined
Dec 5, 2017
Messages
555
Reaction score
230
First Language
english
Primarily Uses
RMMV
this can be done as part of the damage formulas
if (b.isStateAffected(X)) b.addState(Y); formula
where X is the normal state and Y is the upgraded state
replace formula with your normal damage formula or 0 if that skill doent deal damage.

the only problem with this is that the upgraded state doesnt have an apply rate.
its either applied because the base state was there, or not applied because it wasnt poisond or just cant be effected by badly poisoned state.
it doesnt take into account any success or resist rates of the upgraded state aside from the full on state resist trait
 
  • Like
Reactions: Bex

Arctorius

Villager
Member
Joined
Oct 29, 2018
Messages
17
Reaction score
1
First Language
English
Primarily Uses
RMMV
this can be done as part of the damage formulas
if (b.isStateAffected(X)) b.addState(Y); formula
where X is the normal state and Y is the upgraded state
replace formula with your normal damage formula or 0 if that skill doent deal damage.

the only problem with this is that the upgraded state doesnt have an apply rate.
its either applied because the base state was there, or not applied because it wasnt poisond or just cant be effected by badly poisoned state.
it doesnt take into account any success or resist rates of the upgraded state aside from the full on state resist trait
Yeah, I tried it and is a bit finicky. I was thinking that another option was through battle events using YEP's base troop events plug-in and scripting all the adding and removal of states. I don't know anything about scripting though, so this is more of a hunch from my part.
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,526
Reaction score
1,418
First Language
English
Primarily Uses
RMMV

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

"You can thank my later", "But you haven't done anything", "Well, that's why ..."
Are we allowed to post about non-RPG Maker games?
I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

Forum statistics

Threads
105,884
Messages
1,017,238
Members
137,608
Latest member
Arm9
Top