Recovery skill lock

BreakerZero

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I was looking back on some of my existing content to date in the process of adding some new plot details to better accommodate a major decision regarding the fate of an associate during the course of a scenario that's required to proceed with the plot development and retrieve a necessary item for use in a major objective. In the course of doing so I realized that I have a nearby objective from earlier in the game that's supposed to enact a skill lock while you're inside, kind of like the underground portion of the Isis Royal Crypt in DQ3 (and in the same context by coincidence). I already considered completely locking the skills but that obviously prevents them from working at all - I want them to be completely nerfed instead (so that they only do 1 point of damage or recovery).

So far I have been able to do this with the damage portion, but recovery skills are a different matter entirely. I'm not sure if it's because of how MV handles recovery vs. damage but the element-based method I'm currently using doesn't seem to do anything for the recovery portion (and obviously I can't nerf everything without affecting the supply stash). So to completely lock skills in this manner (without actually locking them) I decided to check on the possibility that switching to using a plugin (at least for the recovery skills) may be of assistance in completing this functional limitation behavior.
 

ShadowDragon

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if you use yanfly skill, you can possible hide it with a switch, when you are inside, a switch is on, so it hides the skill,
when going outside, you turn it back on where it can be used?

or do you want a different way?
 

BreakerZero

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What I said is that I don't want it locked, I just want it to do one point of effect. Or zero, had I not been using the minimum damage plugin. Basically I want to nerf the effect to where it doesn't do much of anything in these situations.
 

ShadowDragon

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you can still use a switch, instead of hide, switch skills? Heal outside for Heal inside? (with the same name "Heal"
so just the ID changed.

so its basicly change the effect on that part.
 

Tiamat-86

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this only for recovery skills right? just have everyone get effected by a state. SP-parameters : Recovery effect * 0% for no healing period.
if u want items to still have normal healing u would have the state apply 2 rows of pharmacology * 1000% while having 1% recovery effect

have this state gets applied to players when entering.
if the enemies are only seen in this area they would have that state in the database entry.
however if u want enemies with this state but those enemies are also seen outside this area then u would want to make it a troop event for every troop used in the area that applies the state to the enemies at the start of fights.
remember to remove the state from players when they leave the area
 
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BreakerZero

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you can still use a switch, instead of hide, switch skills? Heal outside for Heal inside? (with the same name "Heal"
so just the ID changed.

so its basicly change the effect on that part.
Only issue with that method is that special abilities in my project will have to be sorted by name instead of by type as I'm already deep in development and trying to do this in the context of RM 30 year (and by April 1 in relation to a key part of my subject matter). In other words, I have no intention of making such drastic changes without a reasonable alternative. I'll work it in like that if all else fails, but I at least want to consider something that's not as extreme. On top of that, the prospect of duplicating every possible skill special and then detecting crew member rank progression for what skills are unlocked (and then doing it ten times over for however many skill specials are unlocked across the entire supporting cast) would be a logistical and calculative nightmare.

Bottom line: I'd rather overrule the default calculation than go through all the problems with a complicated eventing process.

this only for recovery skills right? just have everyone get effected by a state. SP-parameters : Recovery effect * 1%
have this state gets applied to players when entering.
if the enemies are only seen in this area they would have that state in the database entry.
however if u want enemies with this state but those enemies are also seen outside this area then u would want to make it a troop event for every troop used in the area that applies the state to the enemies at the start of fights.
remember to remove the state from players when they leave the area
I kind of do this already with the existing skill interception. Can't do anything about it until I get home from day job but I will give that a try.

EDIT: I already do this on both sides of the battleground with the existing implementation.
 
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BreakerZero

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Accidentally double posted here (intended to copy/paste a quote to append information on the prior edit and pressed the button to post instead). Sorry about that, didn't mean to go against the rules here.
 
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Tiamat-86

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i did an edit to include having items keep normal healing effect so the state only nerf skills
 

BreakerZero

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To update, I just got in a few minutes ago and tried the sp-parameter option, but unfortunately that does it to everything which is not what I want it to do. Also, it doesn't totally eliminate the effect (I gave it a go with the midheal level skill and still got six points) plus I also have a fullheal level that I forgot to mention earlier. Also, there are multiheal variants that I should probably also mention for the purpose of the request.

i did an edit to include having items keep normal healing effect so the state only nerf skills
If you can elaborate on that it would be appreciated.
 

Tiamat-86

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recovery effect will effect all healing, skills and items.
but the pharmacology effect is only for items.

so a state with:
recovery effect 1%
pharmacology 1000%
pharmacology 1000%

will make all skill based healing do next to nothing, but an item will still heal for the normal amount.
only having 1 line of pharmacology 1000% in the state would make items only heal for 10%

if u make the full heal into a formula b.mhp the recovery effect will still reduce that to only 1% of their max HP.

the only other option is to make a conditional formula for every healing skill/item
b.isStateAffected(X) ? 0 : Y
where X is the state ID that makes the it heal for 0
and Y is the formula for healing normally
the state in this case doesnt need any paramater set to it since this version is only a placeholder that tells the skill to have a different potency

but both options involve applying the state to everyone and removing the state when you leave the area.
as u mentiond in the 1st post you use element rates to do this for damage. recovery effect IS element rate for all healing. pharmacology IS element rate for all items
 
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BreakerZero

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Close enough to my intention so I updated the respective NPC dialog to reflect the specifics. Thanks again for the assistance.

EDIT: To reiterate, doubling down on pharmacology like that should bring things back to normal effect? Without going back into a test session I'd assume that a 300 HP potion should still do an exact recovery for 300 HP.
 
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