Status Effect Lengths

whitesphere

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If you want  to change the rate of experience gain, under the "State", click on the "Features" list,  double-click on the list, then select the "Param" tab and choose "Sp-Parameter"  If you choose "EXR" that will change the EXperience Rate, with 100% being normal rate, 200% being 2x normal, 50% being 1/2 normal and so on.
 

Seraphoenix

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Thanks for your reply I am still looking for a way to apply this effect to an item for a set amount of battles, if you check the previous posts, what I have tried will be there.
 

Wavelength

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Should be doable, but the route you'd want to take depends on how comfortable you are with Ruby scripting.

If you can script, you could create new properties in Game_BattlerBase (or Game_Battler or Game_Actor, depending on your needs) for each "persistent" effect (such as Cursed, which lasts three battles) that start at -1 and are set to the appropriate amount of battles via script call when an item/skill is used that introduces a persistent effect (e.g., when an actor uses the Cursed Talisman item, their "Cursed" variable is set to 3 and the Cursed state would be applied).  Then, you'd want to create a method that runs at the end of each battle (I think you'd want to call it from battle_end in BattleManager) that decreases each persistent effect value by 1, and if the value of a value is zero, it would remove the appropriate state from from the battler.

If you can't script, it gets clumsier, but it's still doable.  You will want to make a "battle start" common event that can be called on Turn 0 of each troop, and reserve a variable for every possible combination of actor and persistent effect (e.g. if there are 5 possible persistent effects and 8 actors, reserve 40 variables).  When the item/skill is used on an actor, make sure that item/skill applies a dummy state (which has no actual effects) to the actor, and run a common event (as an effect of the item/skill) that looks for actors affected by the dummy state and then sets the appropriate variables for that actor-dummy state combination (so that if Eric has the Cursed Dummy State applied, it sets the "Eric Cursed" variable to 3).  Then the common event should apply the ACTUAL persistent effect state, and remove the dummy state, for that actor.  Finally, make the "battle start" common event - it should decrease each variable by 1, and if the values are LESS than zero, remove the persistent state from the actors, and add a Common Event call event to Turn 0 for each troop in your game.

For either method, remember to make sure that all the Removal Conditions are unchecked.

Let me know if some part of this is confusing and I will try to clarify with some pseudo-code.  Hope I helped!
 

Seraphoenix

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Thanks Wavelength 

I dont have time to try this right now and honestly my mind exploaded while reading it. 

I should be able to do it the clumsy way so as soon as I have chance ill give it a go, my lord thats gonna be a fair amount of variables to control :D

Also any extra information or guidelines are always appreciated, gives me less to mess up on :p
 
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Wavelength

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Okay, so you decided the "eventing" route is for you.  Now, there's a lot of legwork to be done and I don't want to event the entire thing for you, but if you're running into a hang-up, let me know which step is giving you trouble and I can show you how to event that part of it.  Here are the steps you'll need to do to set this up:

  • Reserve variables to track whether each actor is affected by each condition (and for how many more battles the state lasts)
  • Create the actual persistent states (such as "Cursed") as well as an additional dummy state for each persistent state
  • Create a common event (or one Common Event for each persistent state, if you want more efficient processing) that checks each actor for the Dummy State, then applies the real persistent state and sets the appropriate variable (and removes the dummy state)
  • Create the items/skills that are used to apply persistent states, making sure to have those items/skills apply the dummy state to the target actor and then call the Common Event
  • Create a single "start of battle" Common Event, which (among anything else you want to do at the start of every battle) decreases each actor-status variable by 1, then removes the appropriate persistent state from the actor if the variable is LESS THAN zero
  • Call the start-of-battle Common Event from each Troop by setting up a troop page that runs on Turn 0
The Common Event steps will probably be the ones that require the most complicated logical scripting, but even these aren't too bad.

You can save a fair amount of time by having this implemented as a script instead.  If you can't script it yourself, I imagine it would be a reasonably cheap commission.
 

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