RPG Maker VX Ace

RPG Maker VX Ace

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thrythlind Jul 16, 2013 @ 4:53am
Double Edged Skills
is there a way to make a skill primarily attack an enemy while affecting the user someway.

specifically, I'd like to make a skill for a cursed weapon that causes the user to become confused...alternately, the weapon just occasionally hits the user with confuse in battle
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Showing 1-6 of 6 comments
kzadur Jul 16, 2013 @ 5:40am 
Well ... if it is a skill, than you can call an common event in the effects form. Inside a common event you can do pretty much everything. For example inflicting a state on a party member. Whenever you use that skill, the common event will be triggered.
Last edited by kzadur; Jul 16, 2013 @ 5:41am
Kes Jul 16, 2013 @ 6:12am 
There are a number of ways of doing this, including putting it into the damage formula bar. For the common event route, have the common event inflict the state 'confusion' on the user and attach this common event to the weapon. For it to be only an occasional event you would have to use variable switches.
Last edited by Kes; Jul 16, 2013 @ 6:13am
Kio Kurashi Jul 16, 2013 @ 6:31am 
To randomly confuse the user.
c==rand(3); a.atk * 4 - b.def * 2; if c==1; a.add_state(5); elsif c==(2,3); end
To allways confuse the user.
a.atk * 4 - b.def * 2; a.add_state(5)

both of these are untested but should work:B1:

i would also like to reffer you to http://www.rpgmakervxace.net/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/
Ephemerant Jul 16, 2013 @ 7:07am 
Basically, if you want to tie things to a specific item, you add it to the item in the database. So if it's a cursed sword like you mentioned, go to the weapons tab under the database menu and make the item.

If you want the item to grant a specific skill that can only be used with that item, make the skill, then under the Features section of the weapon, left click an empty space and then right click. Then choose Edit. After that a window will appear, and you can choose the skill tab. From there go to add skill, choose the specific skill for the weapon and done.

At the same time, if you want the weapon to add a debuff to the attacking character... I'll be honest, I don't really know that one. I've only been using this for around... 11 hours, but the basics are easy to grasp.

My guess would be to focus on the Rate and Parameter sections of the weapon edit window. If you, for example, want this weapon to lower the attacker's say... Evasion, you go under Ex-Parameter, choose EVA, then in the percentage box input -X%. Pay no mind to the plus sign. If you want it to be negative, just put a dash next to the percentage.

Applying something more tricky, like a specific state with a percentage to hit the wielder, that's a little out of my depth. It's easy to make it so the weapon applie states on-hit for enemies, but I'm not sure with the wielder.

If you need help just learning the basics and getting a good working knowledge of some of the systems, I used this: http://www.scribd.com/doc/88474618/beginner-s-guide-to-rpg-maker-vx-ace

I had managed to work my way to about half of the guide and had a fairly competent game before RPG Maker froze my computer, forcing a hard reboot and I lost my data for it. I have no idea why, and I'm super bummed over it. All 11-ish hours had gone into that game...

Anyways, that helped me learn some of the basics, and will continue to teach me until I go on to more complicated tasks. Good luck, bud. Making your own game is so rewarding! ^____^
N_A_Palm Jul 16, 2013 @ 8:18am 
Originally posted by Kurashi:
To randomly confuse the user.
c==rand(3); a.atk * 4 - b.def * 2; if c==1; a.add_state(5); elsif c==(2,3); end
To allways confuse the user.
a.atk * 4 - b.def * 2; a.add_state(5)

both of these are untested but should work:B1:

i would also like to reffer you to http://www.rpgmakervxace.net/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/

Fomar's Custom formula tutorial is invaluable to making skills like this.
Kio Kurashi Jul 18, 2013 @ 11:33am 
I was recently going through my resources and found a script that would do exactly what you have in mind here i believe. It is taken from the official RPGMaker website tutorials.
--Direct Link--[blog.rpgmakerweb.com]
It adds the fuctionality to make effects into self effects.
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Date Posted: Jul 16, 2013 @ 4:53am
Posts: 6