Sits now, the poison state deals 10% of the targrt's health every turn making it hard to use against bosses. I would like a plugin which allows the enemy to take 25% of the casters base damage every turn.
Say Dio casts poison on Jason. Dio deals 300 damage with his basic attack, so Jason will take 75 damage per turn.
Poison damgage based on attack rather than percentage
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I was actually going to write a request for this exact idea. SUPPORT! :)
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Yeah, this would be amazing. I always prefer having damage-over-time effects do damage based on the caster's stats (instead of a set percentage). +1 to this request. :D
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*Cough* Bump *cough*
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I've been trying to work around this without scripting, but its a little complicated and cumbersome. Right now I have implemented something similar to this using troop events. Basically it goes like this:
- Make a poison skill. This skill inflicts the poison state. The poison state doesn't do anything on its own. Give this skill to your actor.
- Make another skill named Poison Damage (or whatever). This skill will deal damage equal to what you want the poison to be (MAT*.25 for example). Do not give this skill to your actor
- Go into your troop events in the database. Make an event with the condition "end of turn" and set to "turn"
- You'll need to make a conditional branch for each enemy position 1-8. In each branch, have it check to see if the state is inflicted on that enemy.
- If it is, then you have two options:
2) Make a separate actor named Poison or something. In your troop event you will need to set the actor Poison's MAT to be equal to the MAT of the character with the poison skill, which you can do with variables and event commands. If you set up your battle event as mentioned above, this will update each turn. In your Poison Damage skill formula box, you will need to set the damage equal to whatever equation you are following, in this case MAT*.25. Now go back to your conditional branches, force the actor named Poison to use the Poison Damage skill. This method makes it look like nobody is casting anything when you are using the side-view battles, and also keeps the log looking coherent since you can set the displayed text in the skill settings ("Poison damages the enemy" etc).
Like I said, its kinda complicated and super cumbersome, so a script might allow a much easier method of doing this. Unfortunately I'm still quite new to JS, so I haven't been able to figure it out yet. Any suggestions? -
I'd keep an eye on Yanfly's scripts. For ACE they made a script which allowed you to tag a state to apply damage based on the stat of the one who applied it (so poison could get more powerful as the user's MAT increased). I'm sure if someone cannot do it sooner, Yanfly will have the Lunatic States script converted over to MV in 4 - 6 months or so.
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Also would like to see something like this. flat % is too strong for boss fights
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I'll take a look at this when I get home later today.
Seems like it would be relatively easy to do. If that's true, I'll reply back.
The way I'm thinking, it would allow you to use the Note box to describe exactly what formula for damage you want this to deal, and the damage element to use.
Something like:
<damage: 0.4*a.mat / (1 + b.mdf/100)><element:4><variance:20>Same principle could also apply for Regeneration effects.
Edit: Okay, working on it.
Edit2: Done. http://forums.rpgmakerweb.com/index.php?/topic/48631-ellyes-state-damage/ -
Thank you so much for your help. You really added a bunch of possibility to my game.
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The script is a bit buggy at the moment, but I'll be fixing it. If you run into issues, do let me known in the script thread!Thank you so much for your help. You really added a bunch of possibility to my game.