Skill success plugin request

BugleyBb

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I would like a plugin that lets you put a tag in enemy noteboxes that changes the success rate of a skill used on them so like in the enemy notebox it would be like <skill ID[x] success rate =[x]>, It would only change the success rate for the specified skill(s) used on the specific enemy and not every enemy in the troop, This is not a script I need that bad cause the game is not for comercial use or will ever see the light of the internet so feel free to do so if you want, it would just be much apreciated and might be needed by others who want to make instant death skills that enemies can be "resistant to"
 

bgillisp

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If you are doing instant death skills, you don't need a script or plug-in. The easiest way is state rate * the percent you want the success rate to be multiplied by. So, if your instant KO skill has a 50% chance to hit, but you want someone to be 50% resistant to it, you add the skill state rate: KO * 50% to the enemy.

And if you want them to resist it, add the state state rate KO * 0%. Don't use state immune for KO, else they will never die, even via taking damage.
 

BugleyBb

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If you are doing instant death skills, you don't need a script or plug-in. The easiest way is state rate * the percent you want the success rate to be multiplied by. So, if your instant KO skill has a 50% chance to hit, but you want someone to be 50% resistant to it, you add the skill state rate: KO * 50% to the enemy.

And if you want them to resist it, add the state state rate KO * 0%. Don't use state immune for KO, else they will never die, even via taking damage
sorry XD I already tried this, There has never been a way to make enemies percent resistant to states in rpg maker, State rate on a enemy makes the specified state have a fixed value to add when the enemy uses a attack using the state, Theres either full resistance or the luck pulls through that the state fails to apply
 

bgillisp

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Not true. If you look at the code it is * the rate given. The way states work is the following:

State chance in the skill * state rate on the enemy (includes all states on the enemy too) * luck modifier.

Now if you use certain hit, then all that goes out the window. So if you are using certain hit, since that means always hit, it will ignore most of this, and just hit. But if you use magical attack or physical attack, it will use this code unless you modified it via a plug-in or script.

PS: Also make sure you are not confusing attack state with apply state. What you said works for attack state. What I said works for apply state.
 

BugleyBb

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Yeah wierd I just checked using posion, state rate 0% for posion on a enemy made a 100% chance posion chance 0% making no effect but the reason I thought it didn't work is cause I made a extra state called nockout2 and a skill would apply nockout2 then run a common event to check if it succeeded and kill whoever has it appllied but even with a enemy with state rate to 0% to knockout2 the state was still applied :/ Did I mess something up?? XD I'm starting to want to scrap having a insta death skill idea, and thanks I will try what you said, sorry for the doubts
 

bgillisp

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I see what you did. If you use the command add state, I believe that ignores all state rates, and forces the state to stick, unless they are completely immune to it. At least that's been my experience with it. But if you put it in the skill features instead, then it does the calculation to see if it sticks.
 

BugleyBb

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I recreated the situation here is the video, the skill does exactly the same thing as the posion skill it just uses a different state and runs a common event
 

BugleyBb

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Ok we can close this now or whatever I figured it out. Hit type determines if other factors can influence the skill effects, I just had to set it to magical hit e.e DERP I never knew the hit type could influence a skill state activation
 

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