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(You can set the skill to Certain Hit to ensure the state will be applied regardless of state rates.)
The percentages represent the chance to apply the state, and combine multiplicatively, e.g.
- Normal Attack 100%, Attack State: Poison 100% => 100% chance to poison
- Normal Attack 100%, Attack State: Poison 50% => 50% chance to poison
- Normal Attack 50%, Attack State: Poison 50% => 25% chance to poison
(This is before applying target state rates/resistances.)Skill names can be easily changed later on, and unless you're making some kind of reflex-based thing are probably pretty low-priority. You might want to leave them until later, when you're proof-reading the entire game and can get some feedback from testers? =)
What do you mean by reflex-based?
As well, I was planning on having the move set for bosses change at 50% hp, so players couldn't get used to a set amount of abilities. At a certain point the attacks change completely (or have added affects such as poison). Keep the battles a little fresh instead of the whole "This isn't my final form (insert max hp ability).
By "reflex-based" I just meant some kind of timed input thing, where it might be important to quickly understand what the incoming skill is going to do so that you can respond in time. No easy way to implement that in RPG Maker as far as I know; I was just mentioning it as an edge case.
so I think I'll just enable the second set of skills to poison, and leave the envenomed blade skill as a form of dialog.