Silence Thing

Mooshry

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So, in my game, characters cast magic by drawing a symbol in front of them, and instead of Silence/Mute, the Debuff is called Sigil Break. It gives magic a 50% chance to fail, and if it does, the battler would use a unique 5-7 frame motion showing their magic sigil breaking and them looking shocked, but no MP would be used. However, i don't know how to give magic a chance to fail, even then, the SV motion couldn't possibly be added.
The way you world assign the motion, would be by putting the image you want to use in the SV_Actors folder, then adding a notetag like <Sigil Break Motion:X> X being the filename. If you do make this, i'd like it to be messaged to me. Because (I think) this is a feature that will be unique to my game and i don't want people using it before me. Once the game is done and released, the plugin can be released.
Thanks in advance.
 

bgillisp

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Giving magic a chance to fail is actually doable by default, go to the skill and set success rate to 50%. The animation though will require a plug-in to make it so it runs a custom animation on failure (and I don't know JS so cannot code this I'm afraid).
 

Mooshry

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Giving magic a chance to fail is actually doable by default, go to the skill and set success rate to 50%.
That's not what i meant. The state would give magic a chance to fail. If i do that, the magic will have a chance to fail by DEFAULT. I want magic to always work when not inflicted with Sigil Break, but have a 50% chance to fail when inflicted with the state.
 

bgillisp

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Ok, so that will also require a rewrite to how to handle success rate in the engine. It's doable as I did it in ACE but again I don't know how to do it in MV. Though I think someone said with mathematics they got it to fail with 50% chance only with a state, as the success rate is taken * something else, which I believe is a parameter you can control. Not sure it will do what you want though as that parameter might affect other things.

Still, this should be doable at least. Makes me wish I knew JS though as I know roughly what it takes, just not the code to do it.
 

Mooshry

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Mooshry

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Bump, it's been a month.
 

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