- Oct 17, 2013
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The first part is definitely possible, although I suspect in order to make someone immune to being resurrected, I'd have to modify the death state to check if this state is active before being removed. I don't think there's an existing script way to achieve this, so it might result in the resurrection going through and then the afflicted actor dying again. I'm not sure how the engine would handle this, TBH.
The second part is probably doable, by simply turning this state into my second chance state posted above, but only if it detects a different state (zombie? undead?) that would denote the target as an undead.
Maybe there's an easier way if you add a state check to all Resurrecting spells (in case you don't have many).
I'm not sure there is a way to affect targeting in this way. I'd have to look into it a little more, to be sure, but I'm not sure I can change the target of an attack with a state on the user. Any of the state effect tags that happen when an action is chosen begin when the target was already picked. I'm not sure if there's a way to change that during the action or not. I think the best chance of this working would be to change the target during an action sequence, but this would require every skill to have an if condition in it's action sequence to check for this state before deciding on it's target. That seems like a lot of work.
Yeah I just realised that Yanfly's Target Core doesn't apply to states, so it's probably complicated without further programming.
I'm pretty sure to create the illusion of states having their turn duration locked, I'd need to make a turn end effect that checks for every times state, and adds one turn to it, at the end of every turn. In theory, this part isn't too hard to make. To make the second part happen, the dispel spell would be designed to check for lock first, and remove it if found, and if not found, remove all status effects instead. To make some states not lockable, I would have to manually do if...then checks for each state that could be locked, rather than use a for...loop. Again, definitely possible though.
I'm not entirely sure how to implement not being able to gain more states during the lock. Each state when applied would have to check for the lock state, and then remove itself if it detects a lock. I could probably also do this using an action sequence in the same way.
Back in RPG Maker XP when it was easier to modify the code I remember that I had this state working. I just had to go to the part where states where applied or removed and add a simple line where it checked if this state was on. Right now with MV I don't know if that would be as easier.
This is probably pretty simple to do, if what I'm thinking is correct. Based on the name, I suspect you also wanted it to increase the damage of those spells, which is also fairly easy to implement. Using the state turn duration in a formula is no problem, and if I save it as a battler variable (like with my bleed state a few weeks ago), it can also be called in a custom Mp cost tag.
The main idea was having this as an ailment, the name was just improvised right now But the power-up thing might be an interesting add-on and would make the classic Turbo MP more dynamic.
I actually have a state similar to this already made in my own project. With my variation, physical attacks will always miss the target, while magical attacks will always hit, similar to invisibility in final fantasy 6. Being stealthed also causes your next physical attack to deal double damage, also removing the effect.
I already know it's possible to have a state only be affected by certain scoped skills, as my Mp Absorb state from a couple of weeks ago makes use of this to only absorb Mp from single target spells, so a modification of this stealth state I already have wouldn't be too difficult.
I am familiar with the Invisibility state from FF6, but I think that it would be better to make the battler non-targetable (which wouldn't be too hard since Yanfly already did a Tips & Tricks on the Jump ability, which does exactly that) than making the enemy miss since this way they wouldn't lose their action but target another ally. Having skills only usable during Stealth is a good add-on which has been always used in a variety of games (Back Stabbing for example)
I'll put some work into these over the next few days and see what I can do with them. I'll give them all a shot, and see if I can't get them at least partially working.
Thanks again for your kind attention and hard-work for this community