Some newbie questions

Comega

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Sorry for the newbie questions- but, well, I am new to all this, and I was wondering about a few things:

1: If I wanted a weapon to apply a status effect upon hit, would that be in the [Attack] or [Rate] tabs?

2: If a weapon does, say, Divine Damage, would it stack with an attack that did Fire Damage (e.g. some kind of Fire Strike)?

3: Where can I find the [steal] effect?

4: Is it possible to make an item cast a permanent party-wide buff? One of my characters is an officer, and instead of shields I want her to wield 'Battle tactics".and the like.

5: Is it possible to rename attributes and/or decide how many of them you want in your game? I want to simplify things, and just have Attack, Damage and Strategy (basically, mana).

Thanks for the help, everyone!
 

whitesphere

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1. If you put the Element in the [Attack] tab, every hit of the weapon will be of the desired element.

The [Rate] tab is for inflicting Status Effects when the weapon hits.  For example, if a Vorpal Blade has a 5% chance of instantly killing its opponent, it would inflict the state "Death" at a 5% Rate.  A Poisoned Blade that always Poisons the target would inflict the status "Poisoned" at a 100% Rate.

2. The elements would not stack.  I think the Enemy is affected by the most sensitive element.  So, if you attacked a Vampire which received 500% Divine Damage and, say, 200% Fire Damage, it would be hit with 500% Divine Damage.

3. I don't think the Steal effect is built-in.  There are plenty of Steal scripts available.  I wouldn't look at these when you're just starting out though.  

4. It depends what kind of Buff.  There are specific party-wide effects such as "Cancel Surprise", but most Buffs are only on the wielder of the item.  I think the best approach is to have a Common Event which checks for the appropriate Battle Tactic and then Buff every party member accordingly.  The easiest way to do this is by associating the Buff with a State, then assign every party member that State.  Then I'd call the Common Event once at the start of each map.

5. You can rename attributes in the System tab.  As for Attack, Damage and Strategy, you can simply avoid using the Magical Attack/Defense by having all attacks be Normal.  
 
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dinhbat3

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Small correction to Whitesphere's response:

2. The element of a skill is defined by the Damage Element (found at the top right corner next to the damage type and damage formula bar. If the Damage Element is set to a specific element, that is the one that will factor in regardless of what weapon is being used. To get the damage to utilize the element of the wielder's weapon, you would set the Damage Element to "Normal Attack" (which basically says use the same element as normal attack. aka your weapon's element)

Other notes:

1. Whitesphere covered this pretty thoroughly

2. If you want stacking elements,you would need a dual element script, there are a few out there.

3. Steal also requires a script. A convoluted event version could be made also.

4. This is a trickier question... and it depends on your definition of "permanent". Again a convoluted event could work, but there are several angles u can approach this with scripts.

5. Stats are essentially arbitrary. You can rename them all in the data base as Whitesphere mentioned. And just make sure not to utilize any stat you don't plan to use in any formulas or features.

Most importantly, Welcome to the RM and the forums =D I would definitely agree with fr0zen. Those tutorials are really helpful and will save alot of questions as you get started with the system. Goodluck!

~ Dinhbat
 

Comega

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Thanks for all the help, guys! I have read the tutorials, actually, but me am dumb, sorry :)  A bit disheartening to learn about Steal and the permanent buff- I'm not sure I'm skilled enough for that stuff yet. Could I ask for Steal scripts in another forum? 

Also one more question I forgot to ask (sorry, it was late when I started the topic): If I want a weapon to apply an effect or even damage its user, that command is under the [Attack] tab, right? Would such an effect be cured if I use an Elixir or something?
 

Andar

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There are already several steal scripts available on the master script list. If you don't have a link to the master script list, follow the link in my signature - it's listed somewhere in that tutorial.


no, the weapon features are applied to the target of the weapon - not to the user. Depending on what exactly you want to do, there are a few workarounds, mostly using skills and the damage formula. If you give a better description on what effect should happen, we can tell you if you'll need a script, a modified skill or what else.


All effects and damages can be set to be cured by an elixir (or generally any item), it just needs the correct effect set to it.
 

Comega

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no, the weapon features are applied to the target of the weapon - not to the user. Depending on what exactly you want to do, there are a few workarounds, mostly using skills and the damage formula. If you give a better description on what effect should happen, we can tell you if you'll need a script, a modified skill or what else.
Well, the idea is that the weapon's power source is highly unstable (if you're familiar with Warhammer 40k, think plasma weapons), so each shot has a chance of doing 15-25% damage to the user. I'd also settle for a Poison or Curse effect (since it's 'radioactive', for lack of a better word).
 

Andar

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your best option is then that the weapon should use unique skills - you can do a lot with the skill formulae, while the weapons in RM only provide bonus values and effects - they don't define what damage is done where. Even the basic "attack" is a skill to be used.


However, that means either that you have to move the weapon skills from the actor to the weapons (and then they can't be learned by level anymore), or you need to restrict plasma to very specific uses and probably need a script to replace the attack skill based on weapon.


It is also possible to make it pure script-based, having the effects added if the weapon is equipped - but in that case you'll need a custom script, because such a script can only work with specific database ID's for the weapons.
 

Comega

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Damn, that sounds a little too complicated for me- but I think i do have a story-based workaround at the moment. Just one more question for now- I'll assume that if I want an item that gives its user a chance to counter enemy attacks, I'd be looking under the [Attack] -> [Atk State] tabs?

EDIT: Would this also be a good way to apply effects to the weapon's user?
 
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