Indinera

Indie Dev
Veteran
Joined
Mar 13, 2012
Messages
2,389
Reaction score
1,097
First Language
French
Is there a way to give weapons the possibility to inflict debuffs, preferably with a chance %?
I'm also using Visustella.
 

NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
584
Reaction score
331
First Language
English
Primarily Uses
RMMZ
Is there a way to give weapons the possibility to inflict debuffs, preferably with a chance %?
I'm also using Visustella.
Can you describe what you're after with some detail?
Debuff on yourself? Debuff on target?
Is the debuff added by any attack as long as weapon is equipped?
Is the debuff added by attacks which are (physical) -- the weapon has to make contact/inflict damage?
 

Indinera

Indie Dev
Veteran
Joined
Mar 13, 2012
Messages
2,389
Reaction score
1,097
First Language
French
Debuff on yourself?

Nope.

Debuff on target?

Yep.

Is the debuff added by any attack as long as weapon is equipped?

Ideally better with a % (may also be 100%).

Is the debuff added by attacks which are (physical) -- the weapon has to make contact/inflict damage?

Physical as in a skill? No, only if the weapon is used, and hits its target.
Much like a normal skill in reality.
I'm surprised MZ allows weapons to natively inflict states, but not debuffs.
 

Iron_Brew

Veteran
Veteran
Joined
Nov 19, 2021
Messages
568
Reaction score
1,694
First Language
English
Primarily Uses
RMMV
You don't even need plugins for this, you can just make a state with the appropriate debuffs and have the weapon have a chance to inflict that state :)
 

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
5,401
Reaction score
5,090
First Language
English
Primarily Uses
RMMZ
You don't even need plugins for this, you can just make a state with the appropriate debuffs and have the weapon have a chance to inflict that state :)
This won't actually work. States allow you to manipulate the chance of having a debuff inflicted, but can't inflict debuffs themselves.

There is a way to do it via VS notetags, though. Give me a bit and I'll grab the syntax for you.
 

NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
584
Reaction score
331
First Language
English
Primarily Uses
RMMZ
its target.addDebuff(paramId, turns)

paramId's
0 = maxHP
1 = maxMP
2 = ATK
3 = DEF
4 = MAT
5 = MDF
6 = AGI
7 = LUK

so,
Code:
target.addDebuff(0, 5)
will debuff max HP for 5 turns

50% chance to apply Debuff
Weapon note:
Code:
<JS Post-Apply as User>
chance = Math.randomInt(10);
if (chance >= 5 && target.result().hpDamage > 0) {
target.addDebuff(0, 5);
}
</JS Post-Apply as User>
 
Last edited:

Eliaquim

Hakuen Studio
Veteran
Joined
May 22, 2018
Messages
3,069
Reaction score
2,351
First Language
Portuguese - Br
Primarily Uses
RMMZ
Hi there!

It need to be specific a buff/debuff?
Because maybe you can workaround with a state doing it like that:
1664123461367.png

If the Attack of the battler is 10.
When this state is applied, it will be 2.
Then you can set a Auto-removal timing.
 

Indinera

Indie Dev
Veteran
Joined
Mar 13, 2012
Messages
2,389
Reaction score
1,097
First Language
French
There is a way to do it via VS notetags, though. Give me a bit and I'll grab the syntax for you.

Thanks! :thumbsup-left:

It need to be specific a buff/debuff?

Yep this is specifically what I want. Basically that weapons have the same possibility as skills.

@NaosoX

Will try it, thanks!
 

Latest Threads

Latest Posts

Latest Profile Posts

working on an A/V sync system for my game! was NOT expecting the first roadblock to be accessing a variable from a public class!! Computers are so finicky sometimes :kaosigh:
For the first real time since my game's inception I found myself actually having fun playing around with my party's skills while testing out some battles! So much so, that I actually forgot what I was doing for a minute and had to force myself to move on to the next thing! :guffaw:

That's got to be a good sign considering it only has place holder animations, enemy skills, troop comps, etc. right now. Feels good!
Bex
Finally upgraded to RMMZ.
ScreenShot_11_28_2022_7_52_34.png
FINALLY, I figured out how to get the "tail" to appear IN the window and not directly below it lol. now it looks like it's part of the window and not hanging from the bottom of it.
Twitch! Stream is about to go live with some Dark Souls 2! Feel free to drop by!

Forum statistics

Threads
126,923
Messages
1,182,388
Members
166,755
Latest member
Hahah520
Top