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
941
Reaction score
410
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
1,824
Reaction score
1,729
First Language
English
Primarily Uses
RMMV

Latest Threads

Latest Posts

Latest Profile Posts

Celebrating the arrival of autumn in the Northern Hemisphere :)
When doing a map or whatever, kind of wish you could round out some parts.
Glad to announce:
Released a plugin mod for MV: SelectMultipleTargets v3.0 (mod of original by Zevia)

port to MZ is following

1,Randomly generate events with planted spawner events(great flexibility for customization and auto-match player's level)
2,Randomly enter roguelike dungeon
3,Player can exit dungeon or back to town or choose to challenge BOSS at the end of each dungeon
4,Dungeon maps can be randomly generated by a third-party tool

Forum statistics

Threads
115,356
Messages
1,089,250
Members
150,047
Latest member
skarndever
Top