RPG Maker VX Ace

RPG Maker VX Ace

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onyx_tanuki Aug 29, 2013 @ 11:49am
Special States - Chance of ??? on affected character's turn
So as I've been working through skill ideas, I decided that it might be a good idea to have a state similar to how Paralysis works in Pokemon, where there's a chance that the affected target will not be able to act on its turn, but not a 100% chance. This is something I'm not entirely sure how to do it, though. I'm not seeing any way in the default to say "If X is affected by state A, apply state B" in the events processing, and from what I've seen of Yanfly's scripts I can only have the above thing happen upon use of a skill, rather than at the start of a fighter's turn or at the end of a round. I'd also like to have a similar status effect that'd have a chance of removing all bad status at the end of the round from each affected fighter (sort of like an auto-cast Esuna), which shouldn't be too different since I'd only be removing states instead of adding a Stun state. To try and make it more concise:

Paralysis state - At the beginning of the affected fighter's turn, there's an X% chance it'll be Stunned before it can act
Auto-Cure state - At the end of each battle round, there's a chance the affected fighter will have a set of states removed

If at all possible, I'd love to see these effects happen for both players and monsters, the former moreso than the latter. I also would like to avoid major scripting for this since I'm using enough of those already, but if it's just some small script call lines that shouldn't be an issue I think.
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Showing 1-7 of 7 comments
SNSHunter Aug 29, 2013 @ 2:45pm 
I don't know how it plays out during gameplay but in a state you can actually designate another state to happen.

I'm going to have a similar effect so I'm sure once I start play testing it I'll see how RPG maker actually interprets it but for now basically the idea would be to make two states for that state so in your example Paralyzed one where the player can act and lasts x turns and in it's effects you add that it has a x% chance of inflicted Paralyzed which is set to resrict action for 1 turn.

That's at least how I think it "should" work. But I'm not sure how that is interpreted during battle.
onyx_tanuki Aug 29, 2013 @ 4:32pm 
That's the problem I'm having; there doesn't seem to be a way to actually apply a second state during turn intervals of that first state. The only interaction with states is making the affected battler immune to it, changing its resistance to it, or adding it to its basic attack at a certain rate.

The scripts I mentioned before - Yanfly's Lunatic Objects and Lunatic States scripts - each have what I need, but not in the same scripts. The Objects script would allow me to apply or remove a state while another state is in effect, but it only works with skills and items. Meanwhile, the States script can cause effects on different turn intervals while a state is in effect, but adding or removing other states isn't included in the list of things it can do. Then again, the addons aren't the limit of the things those scripts can do, so it's possible if I can figure out the script call for adding a state to or removing it from a battler, I should be able to get what I want done using the Lunatic States script.
SNSHunter Aug 29, 2013 @ 6:33pm 
Ah, I thought I saw an add state in the list of effects, but I suppose that is instead adding the state to your attacks. That's unfortunate.
phix_ation Aug 30, 2013 @ 1:47pm 
As i just started really using the program, I'm trying to avoid using scripts.... but you stated that Lunatic States can add another state while under another state is in effect. You could do a common event. Create a Dummy state that happens during the first state... the example was Paralysis from Pokemen. Ill name the state "ParaCheck" in my example. You do whatever you have to do in the script to make "ParaCheck" happen at beginning of turn, Then you have a common event checking for the state "ParaCheck" on each character and the enemy. If that state is inflicted, then set yur Paralysis% variable to a random number (whatever you want... 1-100 is easiest if you are making it based on a formula). If its under the number you are declaring the paralysis to be on, then have it force action a new skill that self only stuns for 1 round. Then the same event remove the "ParaCheck" state. Its going to be a long event but most of it can be copy/pasted once you get set the first time.
onyx_tanuki Aug 30, 2013 @ 6:12pm 
The big problem, Phix, is that there doesn't seem to be a way to force a state onto a player outside of scripting, and honestly it'd only require three lines of script: setting a variable to a random number within a range, checking if it's less than a specified number with an "if", then applying the status to the battler. Since there's no other action if the number check fails there's no need for an else line. I can put that in the state's comments within a <begin effect> set of tags with the Lunatic States script and it should work, so long as I can figure out the proper syntax for both setting a variable to a random number and applying the state itself.

Doing it the way you suggested could work, but it'd require everyone on the field to have that self-stun skill (which would more likely just be a blank skill that states that the affected character was paralyzed). I'd need a way to hide it on characters' skill sets while still letting them access it when it's needed... I think. I dunno. XD I'll try your suggestion if I can't figure out how to do it with the script commands.
phix_ation Aug 30, 2013 @ 10:43pm 
I believe the Force Action command will do the skill without it needed to be known. I thought i recall reading that somewhere.
onyx_tanuki Sep 1, 2013 @ 3:08pm 
Aight. I'll give that a shot, and hope it works~
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Date Posted: Aug 29, 2013 @ 11:49am
Posts: 7