List of default Effects?

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Started by mreiland 7 posts View original ↗
  1. I'm working through the tutorials listed here: http://www.rpgmakerweb.com/support/products/tutorials

    In tutorial 3, I'm working on the skills, the description for the skill is as follows:  Low Damage, Increased Defense (shield strike skill for the priestess).

    My guess is that I need to set the damage type to HP Damage (I set the formula to a.atk*0.5), and then add the 'ironbody' effect.  Is that accurate?  How would one model this sort of thing exactly, and what does the 100% value mean for the ironbody effect?

    Is there a more in-depth tutorial that goes over the effects system a bit deeper?

     
  2. States basically are timed containers which hold sets of modifications to a player or enemy.  States may cause damage (i.e. poison), change elemental resistances, heal, add MP, add TP, or otherwise modify a wide number of parameters, such as MHP.

    You can also set one or more conditions which cause the State to end, such as "After 3 to 5 turns," "End of battle",  "Take 5% HP in damage", or "Attack anyone"  When a condition is met, the State expires, and all of its temporary changes go away.  The only things which remain are changes to HP, MP or TP.

    The "Priority" and icon only affect the icon above the player (or enemy) with the state.  The lowest priority State shows its icon, and the other States, while they are still active, don't show up above the player or enemy.

    So you'd want something like: HP damage with a.atk*0.5, but then add a custom State which increases defense.  Or you could use the ironbody state.

    Then, a Skill or Item can apply (or remove) the State to cause the desired effect.  NOTE: Recovery of HP and MP also removes all states.
  3. I see the states tab now.

    How do you know/determine who the effect affects?  How would I make an attack that lowers the enemies def vs one that lowers the players def (as a downside to the attack), for example?
  4. The states always affect the battler that is inflicted with them. Any state that lowers DEF will lower it for an enemy if it is inflicted on an enemy and for an actor if it is inflicted on the actor.

    You can inflict a state either by an event command or by a skill, and in the case of the skill it's the scope that determines the possible targets, in the case of the event command it's the event command that determines the target. But for the state itself there is no difference.
  5. I'm not sure that entirely answered my question, so let me phrase it another way.

    How do I create a skill that allows the PC to attack the enemy with a skill, but then said skill lowers the PC's defense skill for a set number of turns.

    In essence, emulating a "desperate" attack that has a high chance of doing more damage, but increases the odds that the attacker will get hit harder.  I have the full version, so if the only way to do it is via scripting, that's ok too.
  6. Basically you cannot do it using the normal method... to do it, you can use the damage formula

    Code:
    a.add_state(state_id);damage_here
  7. alright, that's what I was wanting clarified.

    I noticed when I moved on that there's a "bonus 3.5 tutorial" that has a small ruby script explicitly for creating such effects, I wish they would have mentioned that in the 3.0 tutorial, it would have saved me from wasting everyone's time :)

    Thanks for the info guys.