Need help with a state that reverses item effects (FFXII Nihopalaoa)

SefirosuKuraodo

Veteran
Veteran
Joined
Apr 7, 2015
Messages
66
Reaction score
20
First Language
English
Primarily Uses
N/A
There is an accessory in Final Fantasy XII called "Nihopalaoa", and what it does is reverse the effects of items used by the wearer. So, a Hi-Potion that would normally heal a player by 1600 HP would instead damage said player by the same amount. An Antidote would normally remove the Poisoned state from a player, but when wearing the Nihopalaoa accessory the Antidote would instead apply the state. This is useful against many enemies of the game, as an item like a Remedy while equipped with the accessory could potentially inflict every status effect upon the enemy (at least the ones the foe isn't immune to.)

Is there a way to create a state that would grant an actor the same ability? Perhaps a Lunatic note tag code? Any advice and suggestions are appreciated!
 

AdeptusUK

Veteran
Veteran
Joined
May 27, 2020
Messages
63
Reaction score
15
First Language
English
Primarily Uses
RMMV
I think this would be quite a lot of work. You would need to amend every item in your game such that it could perform its normal effect or the opposite effect (without performing it's normal effect), probably by calling a common event and removing any function from the item itself. I'll try to find the point at which the script applies and item effect to give you a starting point...
 

SefirosuKuraodo

Veteran
Veteran
Joined
Apr 7, 2015
Messages
66
Reaction score
20
First Language
English
Primarily Uses
N/A
I wonder, is it possible to achieve something like this with the item's Formula box? I know that there are formulas that you can do that will check the target to see if there's a certain state applied, for example I have a skill that guarantees a Critical Hit if the target has a certain state applied to them:

c = (a.weaponDamage(b)); if (b.isStateAffected(4)){ b.result().critical = true; c*=1;} c

So could I then manually make every item check and see if the user of the item has the "Nihopalaoa" state? So if user is affected by state, the result is damage, else heal? If user is affected by state, inflict Poison onto target, else remove it from target? If so, how would I structure that? I tried to write out a few:


if (a.isStateAffected(61)) {b.gainHP(-100)} else {b.gainHP(+100)}

if a.isStateAffected(61) b.gainHP(-100); else b.gainHP(+100)

But they don't seem to work for me - instead they seem to deal 1 damage (I have a plugin that makes the minimum damage 1 or more, so they may even be dealing 0 damage on their own.)
 

Latest Threads

Latest Posts

Latest Profile Posts


I ended up needing to do a chapter one world map remake. It's still WIP but coming along nicely. =D
Stream will be live shortly! I will be beginning a play-through of Resident Evil 4! Feel free to drop by!

1st iteration on castle interior in Tiled.
I've started up Pillars of Eternity. It's interesting how the game does a "select choice" cutscene using still image art for dramatic flair. I wonder if that might work for my RPGMaker project.
The self-righteous indignation of family when you expect them to pay back money you've leant to them never ceases to amaze me.

Forum statistics

Threads
107,750
Messages
1,031,865
Members
139,890
Latest member
jpw5280
Top