Making of a state resist item on MV.

Cezar_cr

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Hey there, community.

I just wanted to share my experience on that. Mainly because I thought it was sth basic, but it managed to drive me nuts for the most of this afternoon. I came down here to find a solution but couldn't find anything.

In a nutshell: I created an amulet that provided the user with immunity to Paralysis. This was key to the campaign against the Boss, that's why I nearly freaked out trying to make it work.

I created the amulet as an accessory and added State Resist to Paralysis. It should have worked, but didn't.
So I went back and forth between the Armors, Enemies and Troops pages in the database, trying to work out with State rates and all. Nothing helped and I thought "I'm missing something very simple".
Then I laid eyes on the States page. There I found an unchecked box called "Remove by restriction" which, by the pop-up help, I understood makes the current state be replaced by another, e.g. poison.
I'm still not 100% this should be the ideal solution, or even the correct procedure to make these types of items. It has proven effective in playtest, though I haven't tryed it out with the Enemy using other types of State attacks.

If you have any thoughts, please let me know.
 

Wavelength

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You've done something wrong (or a plugin is causing odd behavior, but most likely you've done something wrong). State Resist will make it impossible for a character with the item equipped to be put in the specified State. Remove by Restriction, as you mentioned, merely removes the state if they are put in a state that causes them to not be able to select and execute actions normally - since Paralysis is one such state, I think the State might even be removing itself regardless of whether you have the Equip on or not!!

Here are a few guesses I can offer on what you might have done wrong:
  • You might have forgotten to Save your data before testing the Equip's functionality. (After you fix any of the below issues, be sure to Save before a battle test or playtest!)
  • You might have created a second Paralysis state (one already comes with the database when you create a new project), and given the equip State Resist to the first State.
  • Or, if you created a second Paralysis state, you might have accidentally made a skill apply the first Paralysis state, whereas your equip correctly blocks the second one.
  • You might have accidentally used State Rate instead of State Resist.
  • You might have forgotten to equip the Amulet in a battle test or playtest.
  • You might be using a Plugin that messed something up (try testing with all Plugins OFF).
 

Ossra

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Hmm, that is rather strange. I created an item that protects against a bunch of states, and then created a monster with an ability that inflicts those states. The item protected against everything without any extra configuration. Perhaps there is a plugin to blame? How is the boss inflicting the states on the characters?

 

Cezar_cr

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Thank you, @Wavelength
Although I had already tested for all your suggestions, your insight on Paralysis removing itself got me thinking.
And thanks to you too, @Ossra , for showing it had worked for you without a problem.

Inspired by your replies it crossed my mind I collected my first attempt of the item in game and equipped it straight away. I suppose my first design was flawed, and then, after fixing it, the item was not updated in the saved game.
I am to blame, I hadn't batlle-tested, only playtested.
When I did, unchecking the "remove by restriction" box, it worked like a charm.

So I placed an event in the playtest to give me the updated version of the item. They were equipped and worked fine.

I am still not sure what exactly is or isn't uptaded on previously saved games after changes on DB. It seems armour items aren't.
 

Wavelength

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I'm very glad this worked for you! I forget exactly how the stat updates work as far as loading a previously saved game where the DB has been changed, but it does sound reasonable that might have been your issue. It's always a good idea, after you make a change and want to make sure the behavior works correctly, to save your project and then try it out in either a Battle Test or a New Game playtest. :)
 

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