RPG Maker MV

RPG Maker MV

Having an enemy poison their own attacks
Hey, I was wondering if anyone knew how to create a skill that would enable to poison their own attacks for x turns
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Showing 1-6 of 6 comments
Caethyril May 14, 2019 @ 12:29am 
First, make a state with an "Attack State: Poison" trait that lasts x turns. Then make a skill with Scope: User to let a battler add that state to themselves. =)

(You can set the skill to Certain Hit to ensure the state will be applied regardless of state rates.)

Explanation
You may have noticed that the default Attack skill has a "Add State: Normal Attack 100%" effect. This makes the skill apply each attack state (defined by traits) to the target. You can add the "Normal Attack" state to any skill you like! ^_^

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.)
The Sprinkler May 16, 2019 @ 5:18pm 
I think I understand. So, on the topic of attacks and what not, any ideas for names for Lamia themed attacks?
Caethyril May 17, 2019 @ 1:27am 
I believe the basic Lamia ability from mythology is to send others to sleep, so I guess "Sleep" or "Doze" for that? "Charm", "Beguile", or "Confuse" is another fairly typical one, I think. Perhaps "Constrict" or "Crush" for a power attack, if needed. I'm guessing you've got some poison attacks in there too...maybe "Envenom" for the buffing skill? It depends a bit on context: how the skills are used, how flashy your animations are, and how you're naming your other skills. ^_^'

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? =)
The Sprinkler May 20, 2019 @ 2:36pm 
Those are some really great ideas for attacks. You'd think with all the Pokemon games I played in the past I would have thought of constrict. I made an attack called Rockfall though. Since the battle was taking place in a cave I figured one could logic that a creature that large could cause the rocks to fall via thrashing about and the such. It would cause a speed debuff as well.
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).
Caethyril May 20, 2019 @ 2:49pm 
Sounds good! =D

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. :cozyjunimogreen:
The Sprinkler May 20, 2019 @ 2:52pm 
I understand, thank you. I tried creating a state that gives the users attacks the ability to poison, but then I figured it'd be a bad idea for moves like Rock Fall or Tail Swipe. Rocks can't poison xD
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.
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Date Posted: May 13, 2019 @ 3:56pm
Posts: 6