Self inflicted status ailments?

Trianglon

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I'm looking for a way to have a certain actor (or even a piece of armor if I have to) have a certain chance of inflicting said actor with a status.

Thank you.
 

ShadowLurk

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That's a very broad question. When is the status applied? When the battle is starting? Each turn? Every time an action is taken?
 

Trianglon

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That's a very broad question. When is the status applied? When the battle is starting? Each turn? Every time an action is taken?
It's meant to be kind of random. 

Like, every turn there's a 50% chance of being inflicted with a status.
 

ShadowLurk

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You can use my script to do that.

Or If you don't want the skill use, I can write one specifically for this.
 

Trianglon

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You can use my script to do that.

Or If you don't want the skill use, I can write one specifically for this.
For the skill use, can it be done with a normal attack?

I want it to be when every time the actor attacks, there's a 50% chance that the actor is inflicted with a status (the actor's weapon is sealed so if there's a way to apply that to a weapon, that would be perfect)
 

ShadowLurk

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For the skill use, can it be done with a normal attack?

I want it to be when every time the actor attacks, there's a 50% chance that the actor is inflicted with a status (the actor's weapon is sealed so if there's a way to apply that to a weapon, that would be perfect)
You want to seal an actor's weapon in battle? That will unequip his weapon for the rest of battle, though if you do want it like that it's fine.

The way I script the script is that when a battler has a feature object that is tagged as specified, the specified skill will run by that battler. So if you tag the actor for <end action skill: 98, forced> it will run skill no.98 every end of an action. If the skill 98 is set to target self and set to cause the status effect at 50% chance, it will grant you status effect at 50% chance.
 

Trianglon

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You want to seal an actor's weapon in battle? That will unequip his weapon for the rest of battle, though if you do want it like that it's fine.

The way I script the script is that when a battler has a feature object that is tagged as specified, the specified skill will run by that battler. So if you tag the actor for <end action skill: 98, forced> it will run skill no.98 every end of an action. If the skill 98 is set to target self and set to cause the status effect at 50% chance, it will grant you status effect at 50% chance.
When I meant that the weapon would be sealed, I meant that the weapon can't be equipped from the specific actor and that no other actor can use it.

In that case, the weapon can have the status and it will only affect the actor equipped with it.
 

ShadowLurk

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When I meant that the weapon would be sealed, I meant that the weapon can't be equipped from the specific actor and that no other actor can use it.

In that case, the weapon can have the status and it will only affect the actor equipped with it.
You mean, when the actor attacks, the equipment will be fixed on 50% chance? Or the equipment is fixed at to begin with and will grant the user a status on 50% chance? In both cases, just tag the weapon with 

<end action skill: n>where n is the skill that will grant the state in 50% chance.

Or you can use my newly written script: https://www.dropbox.com/s/jhwgji0mtkv1wfb/EndTurnState.rb

The notetag format is 

Code:
<end action state: state_id, chance%>
 

Trianglon

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You mean, when the actor attacks, the equipment will be fixed on 50% chance? Or the equipment is fixed at to begin with and will grant the user a status on 50% chance? In both cases, just tag the weapon with 

<end action skill: n>where n is the skill that will grant the state in 50% chance.

Or you can use my newly written script: https://www.dropbox.com/s/jhwgji0mtkv1wfb/EndTurnState.rb

The notetag format is 

<end action state: state_id, chance%>
I'll give it a shot!

Where do I put the your script?
 

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