Skill based State removal

zKeyy

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Hi !!

So I recently got into RMMV and I'm working on a project for a friend :
The Witcher : Retro Edition

As you probably have guessed, it's about making a game similar to The Witcher franchise but as a 2D RPG.
I literally just begun but I already have a problem haha
Right now I created a Wraith as an enemy, and with the YEP plugin AutoPassiveStates, I added an "Immaterial" state to the wraith which gives +200% evasion.
I also gave Yrden as a spell to my MC, and made it so it removes the effect "Immaterial".

My problem is, Yrden doesn't remove Immaterial...
I'm guessing it has something to do with the fact that Immaterial is a passive state (because of the AutoPassiveStates plugin). Maybe Yrden does indeed remove the status but it insta-refreshes because it's a passive ?

Help meeeeee :'(

Thank you very much for your help :)
 

Zarsla

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Why is it a passive state and not just a regular state?
 

zKeyy

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Because I can't find how to make an enemy start à fight with a state..
 

Zarsla

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Because I can't find how to make an enemy start à fight with a state..
To have an enemy start with a state without using plugin.
1. Go to troop events.
2. Under Conditions select turn, make sure it's 0 in both boxes.
3.in the troop event, select new event/new and go to tab 3.
4.Under Battle select change enemy state.
5. Pick either entire troop or which enemy you want
6. Select the state you want.
And then done.

If you're using Yanfly's Swap Enemies then:
1. Go to troop events.
2. Under Conditions select turn, make sure it's 0 in both boxes.
3.in the troop event, select new and go to tab 1.
4. Under Flow Control Select, Condtional Branch.
5. Under tab 4 of Condtional Branch select script and type:
$gameTroop.members()[x].id == 'y'
where x = Enemy Troop Id you see when you change it in events minus 1.
So if you want troop member 1, set x to 0.
and y = to the id of the enemy you want to have it, so for you go to your enemies tab and
find the id of your wraith enemy and that's your y.
6.in the conditional branch, select new event/new and go to tab 3.
7.Under Battle select change enemy state.
8. the enemy you want
9. Select the state you want.
And then done.

Repeat either or for each enemy as needed.
 

zKeyy

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Thank you very much for this detailed explanation !
Solution 1 seems a lot easier but I also want to include another mechanic :

So as I said, the state "Immaterial" is supposed to be a buff for the wraith which gives it +200% evasion

Now the player has 2 solutions

1- he casts Yrden on the wraith, removing the buff for x number of turns
2- he drinks a potion which doesn't affect the wraith but gives him a buff for the entire fight

So you already explaned me 1
My idea for 2 was making so that the potion gives +150% hit rate (is that the name ?) so that, while the wraith isn't affected by the potion, it still effectively reduces its evasion rate to 50% (200% evasion rate vs 150% hit rate)
But when testing, my actor misses everytime just like before..
My question is which parameter can give my actor more chances to hit his enemy while not changing the fact that the wraith has a base +200%evasion rate
 

Trihan

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Make Yrden inflict a state, then give Immaterial a passive state condition of the target not having the state Yrden inflicts.

Also I'm pretty sure that going by the way MV calculates hits, 200% evasion would make it literally impossible to hit the enemy even by buffing hit rate.
 

zKeyy

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Is there any way to change that ? A hidden parameter or maybe a plugin ?
 

Trihan

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Well what exactly are you trying achieve with the effect? Making the wraith unhittable unless the player uses Yrden or drinks the potion?
 

zKeyy

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Exactly
If you drink the potion you hit the wraith 1 time out of 2 for the duration of the fight, and if you use Yrden you always hit for x turns

Edit : to make the potion potent I will also add a flat dmg bonus, otherwise Yrden would be the go-to choice
Edit2 : how would you proceed to make the dmg bonus a percentage ? I promise this is my last question :biggrin:
My idea was to make the potion give an element to the hero's attacks (let's say light for the wraith) and give the wraith à weakness to light. Is there a better way ?
 
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zKeyy

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Ok I lied...
I've been having troubles. So I made the Immaterial state and the Material state.
The Material State removes Immaterial, and lasts 3 turns, but when the 3 turns are over, the Immaterial state doesn't come back..
I tried googling some plugins and tried "HIMEblablabla" and "State add/removeblablabla" and none of those are working
I also tried going back to a passive Immaterial State but inputing the condition Switch x is on ; Switch x would be off if the wraith was affected by the Material State, but it doesn't work either..
Any idea ?
 

Zarsla

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Ok I lied...
I've been having troubles. So I made the Immaterial state and the Material state.
The Material State removes Immaterial, and lasts 3 turns, but when the 3 turns are over, the Immaterial state doesn't come back..
I tried googling some plugins and tried "HIMEblablabla" and "State add/removeblablabla" and none of those are working
I also tried going back to a passive Immaterial State but inputing the condition Switch x is on ; Switch x would be off if the wraith was affected by the Material State, but it doesn't work either..
Any idea ?
States don't come back if you remove them. You'd do better making a Immaterial that makes it where wraith is resisted (thus not working) instead of removing it.
 

zKeyy

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Well I know they don't come back (I've been watching tutorials while waiting for answers) but I know some plugins offer a workaround, sadly those plugins didn't work for me for some reason but maybe there are others someone more experienced than me uses so I'd rather ask..

Whzt do you mean by resisted?
 

Zarsla

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In the traits section, under the first tab there are 2 things that deal with states.
State effect and state resist.

Just use that instead of plugins.
 

zKeyy

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You mean by making Yrden inflict the Material State (with the trait 100% Immaterial State Resist) for 3 turns?
I tried that and the Wraith doesn't go back to Immaterial after the 3 turns..
 

Andar

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then you did something wrong - can you give us a screenshot of the state and how you apply it?
 

zKeyy

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Andar

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"State Rate" gives the rate for getting the state applied if it is later assinged to the target - it will not change existing states.
It would be much better if your skill would remove the immaterial state directly instead of adding the material state.

And it would also be better if the material state simply counters the immaterial one by substracting evasion rate.

In the current structure all depends on how you apply the immaterial state, because that can override everything else - by countering the effect of immaterial you'll make everything much better.
 

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