Variety of debuffs and buffs

Discussion in 'RPG Maker MV' started by Mega Man Volnutt, Oct 5, 2016.

  1. Mega Man Volnutt

    Mega Man Volnutt Mega Man Volnutt Veteran

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    In various games, (in mind I am thinking of FFRK0 there are different types of debuffing and buffing. From slight debuff to a major change in debuff. Basically, I wanna have a list of states that I can use that allows me to have a different variety of debuffs and buffs. So, a slight change of defense for one skill but a major change of defense for a much harder to use skill.
     
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  2. Lymmet

    Lymmet the Oddborne Veteran

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    You can make your own states or buffs/debuff in the database if im not mistaken. I'd also take a look at Yanfly's channel on Youtube as they showcase how to make skills (often buffs) familiar from renown games.
     
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  3. Mega Man Volnutt

    Mega Man Volnutt Mega Man Volnutt Veteran

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    I don't think you can make your own buff or debuff. I'm pretty confused with how the RPG Maker MV buff and debuff system work in general. I kinda had the idea that copypasting debuffs and buffs will make a stack but it doesn't seem to be the case. Some skills will not even buff or debuff my characters  even though I added those attributes to the database.
     
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  4. bgillisp

    bgillisp Global Moderators Global Mod

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    Yanfly used states instead of buffs, then with lunatic mode added ways to add different levels of the state. That is the closest you can get to adding buffs.


    What I do myself is I just use a state and have the state change the parameter by how much I want it to. So for one of them the light defense I might do DEF * 110%, and for the heavy defense I might do DEF * 200%, just for example.


    Edit: There might be a way to add multiple levels of a buff though on one cast, then with a plug-in set a cap on how high the buff or debuff can go. Not sure on this though.
     
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  5. Vox Novus

    Vox Novus Knight of Whispers Veteran

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    As far as MV's buffs go the help file seems to say they work the same as Ace. Each buff/de-buff changes the selected stat by a 25% fluctuation and can be stacked if you add it twice in one application. In ace I believe you could stack only one additional buff/de-buff on top of another one for a 50% total buff or de-buff; I'd assume its likely the same in MV (don't have an actual project to open and check that with).


    So if you have low stats a 25% change may not make enough of a notable difference depending on how your numbers effect things.
     
    Last edited by a moderator: Oct 5, 2016
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