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Hello all, new member here. I've been playing with RPG Maker for a few years now, but decided to get serious about making a project when MV came out.

I have been experimenting with it to try and make as many unique mechanincs as possible without using scripting. I had (what I thought was) a simple yet brilliant idea. Stackable Status Effects. The premise was that each of my status effects had multiple levels of severity. For instance, tier one poison might do 5% HP damage a turn while tier two might do 10%. You could only gain tier two if you already had tier one inflicted. I intended to set this up like so...

Make each tier a state. Use flavor text to relay the tier to the player (e.g. enemy was poisoned, enemy's poison worsened, etc.) Set all enemies to *0 state rate for any thing above the first tier. Make tier one add weakness to tier 2, tier 2 adds weakness to tier 3, so on and so forth. Tier two also adds immunity (state resist) to tier 1, and tier 3 adds immunity to 1 and 2. This way you don't have all three, just the highest tier. I even considered that a spell needed to have the effects applied in reverse order to prevent adding all tiers in one go (e.g. the spell tries to add 3 first, then 2, then 1). Seems fool proof, right?

Clearly since I'm here it didn't work. Apparently having a state rate of *0 does not guarantee full evasion to a state. In fact, I still hit 100% of the time. Setting the add state to 50% in the spell caused accuracy to be set to 50%. State rate seemed to affect nothing. For the sake of thoroughness I also set the rate to a high number like 400% and 1000% (I tried negatives as well but RMMV does not accept negatives for state rate). I then set the accuraccy to a low number thinking I might be able to get this to work backwards. But once again the spells accuraccy seemed to be the only deciding factor, once again state rate appears to have no affect.

There were a few things that did work. State resist works exactly like I planned. Not only does it grant full immunity but it also removed the state if it was active when resist was granted (meaning, if the enemy was afflicted with tier 2, tier 1 was removed and could not be reinflicted).

So what am I missing here? Does state rate do something else? Is this a bug? Did I just miss something obvious? Thoughts please...

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