Making state that lowers Agility

Status
Not open for further replies.

rpgwizard1984

Villager
Member
Joined
Aug 29, 2014
Messages
11
Reaction score
0
First Language
English
Primarily Uses
As the question reads I want to make a state that lowers agility and I cant seem to figure it out.    

Basically I gave my character an attack called smash which does slightly more damage at the cost of a turn lowered agility

in the skill tab I only found a way to debuff the enemy and in states I could only find a way to lower evasion rating and things like that.

any help would be appreciated.
 

BoluBolu

Veteran
Veteran
Joined
Apr 24, 2014
Messages
452
Reaction score
117
Primarily Uses
As the question reads I want to make a state that lowers agility and I cant seem to figure it out.    

 
Go to states tab, in the features section add param, choose Parameter, then choose AGI, set it to below 100% for example you want to reduce the AGI into 80% from the total AGI. Give that state a name(ex : Agi Down)

Then go to skills tab, and in the effect, add state Agi Down.

However for whom this state should be added? The target of the skill or the user of the skill, if it adressed for the target, then leave it as it be, because by default the state will affecting the target , but if the state should adressed to the user then I believe you need a script for that(or maybe is there a way? I don't know). If I'm not wrong there's Jet"s script about Self State out there. You can search in Master Script List. =) 
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
You do this via the damage forumula box.

For this example I will say that the extra damage is

a.atk * 5 - b.def * 2

I also use the parameter id.  For your info, these are as follows:

0 = mhp
1 = mmp
2 = atk
3 = def
4 = mat
5 = mdf
6 = agi
7 = luk

You add the debuff like this:

a.add_debuff(param_id, turns); a.atk * 5 - b.def * 2

You want to reduce the agi, let us say for 3 turns, so the formula then becomes 

a.add_debuff(6, 3); a.atk * 5 - b.def * 2

Note the use of the semi-colon.

EDIT

Sorry, did it for defense.  It is now for agility.
 
Last edited by a moderator:

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
You do this via the damage forumula box.

For this example I will say that the extra damage is

a.atk * 5 - b.def * 2

I also use the parameter id.  For your info, these are as follows:

0 = mhp

1 = mmp

2 = atk

3 = def

4 = mat

5 = mdf

6 = agi

7 = luk

You add the debuff like this:

a.add_debuff(param_id, turns); a.atk * 5 - b.def * 2

You want to reduce the agi, let us say for 3 turns, so the formula then becomes 

a.add_debuff(6, 3); a.atk * 5 - b.def * 2

Note the use of the semi-colon.

EDIT

Sorry, did it for defense.  It is now for agility.
Your core idea is a nice try but the actual implementation has a serious limitation - It won't work if the skill doesn't hit at all as the damage formula will be evaluated only if that skill does hit.

Maybe it's due to my extremely limited scripting knowledge, but it seems to me that a custom script is needed if that debuff is added to the user instead of the targets. My Caster Aftermath script should be able to do the job:

http://forums.rpgmakerweb.com/index.php?/topic/27364-doublex-rmvxa-caster-aftermath/
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
The OP didn't specify that the debuff had to work even if there was a miss.  
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
The OP didn't specify that the debuff had to work even if there was a miss.  
That's why I said your idea is a nice try with just 1 limitation. If the OP said the debuff had to work even if there was a miss(and the skill isn't certain hit), I'd just said your idea won't work at all :D

Now your idea works if the OP indeed doesn't need the debuff to work if the skill missed(or that skill is indeed certain hit), but as we don't know if that's the case and I also don't know if he are aware of the limitation of your idea, I decided to point that limitation out and gave my attempted solution here in case the OP does need the debuff to work if the skill missed(and that skill isn't certain hit).

P.S.: If, fortunately, the OP just wants the debuff to be applied to the targets, then even custom damage formula tweaks aren't needed at all :)
 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Oh, I see.  Yes, that makes sense.  However, on your p.s.

P.S.: If, fortunately, the OP just wants the debuff to be applied to the targets,
The OP does say "at the cost of" reduced agility, so I'm pretty sure it's not applied to the target but to the caster.
 

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
You could also use:

a.add_state(x) in the battle formula as well.

States give more control over parameter changes then buffs/debuffs do.

Or b if you want to inflict on target rather than caster.
 
Last edited by a moderator:

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
The OP does say "at the cost of" reduced agility, so I'm pretty sure it's not applied to the target but to the caster.
You're right on this one. I saw BoluBolu's saying his uncertainty about that(However for whom this state should be added?) and I didn't dig much more about the original post again. Of course that's 100% my fault,for not comprehending the OP's post.

Also, I've checked my Caster Aftermath script again and it's the exact opposite limitation to yours: My Caster Aftermath script won't work if the OP doesn't want the cost of reduced agility to be applied if the skill misses.

Although it means that at least 1 of our ways should do what the OP wants, I should point out the limitation of mine as well to ensure that the OP knows this and I'm being fair to you, as I just pointed out yours earlier :)

You could also use:

a.add_state(x) in the battle formula as well.

States give more control over parameter changes then buffs/debuffs do.

Or b if you want to inflict on target rather than caster.
It's basically the same as what ksjp 17 sugested, although lowering agi via states does behave somehow differently from that via debuffs(more control on the reduce % vs more than 1 debuff levels). So it's the exact same limitation as his but it still works if the OP doesn't need the reduced agi to be applied if the skill misses(or that skill is just a certain hit) :D
 
Last edited by a moderator:

MadeBySaints

Villager
Member
Joined
Sep 23, 2016
Messages
24
Reaction score
14
First Language
English
Primarily Uses
<snip>
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,669
First Language
German
Primarily Uses
RMMV
@MadeBySaints, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


Closing
 
Status
Not open for further replies.

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

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,986
Members
137,561
Latest member
visploo100
Top