incurable states, personal variables, parameter formulas, and negative healing

Manofdusk

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1) I would like to be able to add states to characters that cannot be removed at an inn. Some of these states serve to identify characters (such as "Construct" or "Undead") and shouldn't be removed at an Inn. This goes for the "Dead" status too.

 Should I just change the inns so that they restore HP/MP instead of recover all?

 1a) I have 2 characters that are effectively immortal (immune to dead). However, they can be incapacitated when reduced to 0 hp. Incapacitated needs to count as "dead" for the purpose of game over but the difference is that the incapacitated state is only temporary (they will spontaneously revive after so many turns and at the end of every fight). However, only 2 characters do this so the Death state needs to remain. Any way to do this?

2) I need to figure out how to assign Variables as Parameters. Certain characters will have hidden stats that affect various things. However, I'm not sure how to do this.... maybe with (a.id? and $game_variables[x])?

3) I need to know the Luk formula for avoiding states. Is there any place I can find it?

 3a) Is there any way to add a resistance to a specific state without granting immunity to it? For example, the Wet state grants 50% resistance to the burning state but increases the chance of being shocked by 100%.

4) Does the Pharmacology parameter work when it comes to damaging items? Does it work when the character uses the item or only when it is used on them? I have a character that is supposed to be at his most powerful when using items. I would like to use Pharmacology for that if it is possible.

 4a) How about Rec and MDR? how do they work precisely? I'm thinking that Rec is how effective healing magic is on you, yes? And MDR is how effective you are at inflicting magic damage. I have a character that is a mage but he's not very good at damaging magic, instead focusing on status magic.

 4b) This has to do with 4a. Is there a way to increase the chance of an individual character inflicting a state with a spell? For example: We have a spell called "Burning Touch". It has a 30% chance to inflict burning normally. The character above would inflict less damage with it but would instead have a 45% or a 60% chance to set an opponent on fire. Is there a way to do this?

5) Negative damage and healing. I am working with elements like Positive and negative energy. Positive energy damages undead but heals the living while negative energy damages the living but heals the dead. Is it possible to set the damage/healing values into the negatives if a target has the Undead state?

 This could also work for elementals and such.
 

dinhbat3

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1. Yes, I think for the easiest solution... you will need to event your inns to remove the states you want.

1a. You will need to make a second death state that has the no action restriction and the turn count to return back to life.

          - I would suggest applying this state first, then running an event when this state is applied to remove itself if the player is not those zombie like characters.

          - Returning back to live will require an event to run the turn it is removed... but before the actual removal occurs.

          - I know Shaz has an Add/Remove State commands script that may solve both problems.

          - You will also have to make it so that if the actor dies they don't lose the state. This can be done with a passive states script

2. I am not clear on what you mean by this. You want to set the actors parameter equal to a variable? or you want to change the function of a variable? Or make it so that a certain variable acts as a parameter. So if Variable 1 is increased by 10 its like increasing the actors "DEX" or whatever parameter u assign?

3. In the default script Game_BattlerBase search "Get Effect Change Rate by Luck" that is the equation for Luk's effect.

3a. You just need to use the features tab to change the state rate. Your wet state would have 50% Burn and 200% Shock rate.

4. PHA effects items they use.

4a. REC effects recovery skills used on a player. MDR effects magic damage taken. (I am pretty sure about these 2)

4b. create 2 identical skills just only allow the right people to learn the right version.

5. Yes. You can do a check in the damage formula. b.state?(x)? heal * -1 : heal

    - replace x with the undead state

   - replace heal with your heal formula
 
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Manofdusk

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  Cool, that's helped a lot.

 2) I'm talking about using a variable as a 7th, 8th, or maybe 9th parameter, that way I could do more things.

 on 4b. This mainly boils down to arcane magic. Arcane magic is learned through books so anyone able to use arcane magic is able to learn the skills... so I was hoping that there was a Sp Parameter for agic like there was Pharmacology.

 another quick question: There is a counter rate. Is that only for attacks or could it be set to a different skill? Like maybe an effect that blinds a foe if it strikes a particular character?

 2 more: Do elemental resistances stack? For example, if I had Slashing Resistance 98% of a piece of armor and a helm and wore them both, would it be Slashing resistance 98% or 96% (with the two adding together), or 96 (with one multiplying the other)?

 Would it be better if I used PDR? or would they stack correctly? Maybe it would be better if one used PDR and the other used Elemental Resistances?
 

dinhbat3

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2. N.A.S.T.Y. has an extra parameter script that would likely work for that.

4b. Why not just make arcane magic damage formula more powerful?

New question 1: by default the counter is only with basic attack. There are scripts out there that can be easily googled or in the Master list that can replace attack or even counter with specific skills

2more: Resistances do stack but are reduced each time. 50% + 50% would not give 100% resistance. it would give 75%

There are snippets again easily searchable that can make your reductions additive. so that 50% + 50% = 100%
 

Manofdusk

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well, the 100% is the elemental rate (meaning you take 100% of the damage dealt)

 so, 98% + 98% would be 96% then?

so how would I go about adding a state to a character automatically (something they're always supposed to have)? I suppose I could add it via event...

 ...but how about monsters? I can't seem to get a troop to start with a condition (like wet). I would like a troop of enemies to begin wet (and possibly remain wet throughout the entire battle). They're essentially fighting in water.
 
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dinhbat3

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You can event it into their troops... or if all Wet does is that.. why not just make these features of the enemies?
 

Objection

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 so, 98% + 98% would be 96% then?
By my calculations, it would be 99.96%. If resistances work like dinhbat3 describes, it certainly wouldn't be less than 98%.
 

Andar

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Just an additional info: take a good look at the parameter sign of the features changing rates, parameters, elementals and so on - there are two different mechanics involved, and the mathematical sign at the feature will tell you which way the value is calculated.


Some values have a feature + x%. Those values all have a base of 0% and all values are added together. +98% +98% + (-10%) would result in a total of 186%.


Other values have a feature * x%. Those values all have a base of 100% and all values are multiplied together. * 98% * 98% would result in a value of 96,04% (slightly above 96%, and usually rounded down).
 

Manofdusk

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 wet is a condition that increases resistance to fire and burning but reduces resistance to frozen, shock, thunder, and ice damage. Becoming wet also cures burning and can be added via water attacks (but is also supposed to be able to be added as the very first thing when fighting in water).

 Likewise, I have the undead state. It does nothing by itself but it reverses the effect of positive and negative energy damages. Positive energy heals the living but damages the undead and negative energy heals the undead but damages the living. I have 1 character that needs to have the state on permanently.... but I also need to add it to monsters like zombies as the very first thing (so that, if someone wielding positive energy uses it on an undead in the first turn of the first round, it will damage them).

 The problem is that when I try to event it into the troops, the very first round always seems to keep the state from affecting them... or, when I use the conditional "Don't run", it doesn't seem to run the event at all (when I was scripting in the "add state: wet" to the troop to test the behavior, the script wouldn't work at all when the condition was set to "don't run").

 also, elemental states are * % so it would be 96.04% . thanks
 

dinhbat3

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Change the condition of the battle event to Turn 0 + 0x.

That will make anything on the event page happen on turn 0. Which for explanation purposes occurs before anything happens in battle.
 

Manofdusk

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  Alright, new question (relating to the Undead state)

 I now have my cure spell and inflict spells rigged up. However, the cure spells can only affect allies and inflict spells can only affect enemies.

 I would like my system to work more like final fantasy games where you can use your skills on enemies or allies (even if it's only for these types of spells).

 Is that possible?
 

dinhbat3

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You need a script that will modify targeting to do that. There are a few out there that area easily searchable.
 

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