All Enemy Atk State's are reflecting back on enemy

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Started by Biolytic 3 posts View original ↗
  1. My wife and I are working through creating our first game on RPG Maker VX Ace (using a tutorial to learn basics for our own creations later). We've learned a lot, researched and found solutions to our questions, and now hit our first brick wall, having spent countless hours researching and experimenting.

    Problem:

    1) We would like certain enemies to have a chance of inflicting a state, such as Poison, when executing a basic attack. E.g.: Large Snake attacks and deals 25 damage to Player 1, with a 25% chance of inflicting the Poison state on Player 1

    2) We have set the Atk State to [Poison] + 25% for the snake. This is in line with the way the default creatures have this attribute setup (yes, the same problem exists on the default creatures too)

    3) Default Poison State has no changes to it.

    4) When running Battle Tests, it at first seemed like the enemies simply were not applying Poison, Blind, or other Atk State probabilities. After further testing, we discovered all abilities are being done to the enemy using it instead. Thus, a 100 HP snake attacks, poisons itself, and loses 10% health for three turns instead of Player 1.

    What we have checked:

    5) We have deleted all scripting and scripting tags (of which there was only one on an unrelated skill) 

    6) The characters use have no MRF

    7) We have tested it on default creatures like Bats, which just blind themslves, hornets that end up poisoning themselves, etc.

    8) We were able to assign creatures skills such as Poison attacks, which worked perfectly on poisoning the Player. The reflection/self-application problem only exists when an enemy is supposed to have a chance of success of inflicting a status with a normal attack.

    9) We have even tried setting Atk Rates to 25%, 100%, and 1,000%, without any difference. 

    Other

    10) This is true on both my Windows 8 laptop and my wife's Windows 7 laptop

    11) We both have it from Steam.

    12) No special tilesets or other non-standard settings are being used in this example.

    Any guidance would be greatly appreciated!

    Thank You,

    Biolytic
  2. 5) We have deleted all scripting and scripting tags (of which there was only one on an unrelated skill)
    Are you absolutely sure on this point? I've known some people to perform minor edits to the base scripts, then forget about them later and have an issue crop up. The issue you are describing is almost certainly a script issue. Does the same happen in a new project?
  3. You were right!

    I had an itemized reply on each step that created the problem and how not only the problem itself was resolved, but the problems that created the problem. Unfortunately, I hit a wrong button near the end and it navigated away, deleting it all. Lesson learned: type long replies elsewhere and paste them over when done.;-)

    The short of it is that there was a <self effect:1> issue at play, which arose out of a self-jury-rigging of a problem due to a glitch in a tutorials script (http://www.rpgmakerweb.com/support/products/tutorials - Lesosn 3.5) that tied into it. Deleting the primary script didn't resolve the issue, cleareing everything out did, and finding a better solution to effect chance on normal attack was found ( - Post 9 is a bug-free version of the script, Post 12 is a better solution all around).

    The only remaining problem now is that even though everything is fixed and working right, I cannot get it to say something like "*player*'s defense is lowered", no matter where in the state database I put it. If I put it in the enemy's box, it says that the enemy's defense is lowered, but mine is lowered (I verified) and I get the symbol. If I out it in the players message when falling into the state, it says nothing, but still applied the state and afflicted status icon. Since the state is being properly applied, I suppose I am just happy that all is well. 

    Thank you Mithran for getting me to look again at any possible remaining elements of script. Checking a new project did indeed show it didn't occur elsewhere.