This may have (and most likely has been) asked before, but for the life of me, I cannot find it (searched scripts, custom formula bar information).
What I am looking for is a state where when applied, causes damage (hopefully by a percentage) back to the enemy. If not descriptive enough, see scenario.
Monster: Attacks player for 700 damage.
Player: Sets up state described above.
Monster: Attacks player for 700 and gets dealt 70 damage back (10%) since state is applied.
I've seen it the other way around (player gets recoil), but not described above.
I'd feel silly if this is simple, but I was also slightly hoping to avoid scripting.
Anyways, if anyone can offer some assistance to me, that would be awesome! Thanks!
State when inflicted causes recoil to enemy.
● ARCHIVED · READ-ONLY
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Try Yanfly's lunatic states
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Alright, I did look into that but unfortunately for me that is a very advance script.Try Yanfly's lunatic states
I don't mind learning and which I actually tried to find a help file dealing with strings, however no avail on my part.
If continuing with lunatic states, is there a tutorial or sort of string database to figure it out? -
It has some instructions in it on how to use the provided tags. I think recoil is on one of the add-ons though
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I've read those. It appears recoil is for lunatic object (skills) while it doesn't apply for lunatic state. Also recoil add on is mainly skills used by the user that damage user from what I understand. Guess I am more so looking for the opposite.
In theory I've looked at fomar's counter attack script, however you attack first before an enemy damages ally. I guess damage formula wise you could have the skill formula attack but reverse (b.atk * 4 + a.def *2) however it still leaves the first part open...
I digress I'm still at a brick wall. Haha. -
You don't even need a script to damage the user of the skill for specific skills, it's doable right on the damage formula...
Recoil when the target has the state is doable using the DF too, though that's not a good idea since you would do that for each skill. I'm sure I've read it on Lunatic states or one of it's add ons. It allows damaging battlers that damage the one with the state that has the recoil.
For starters, if you only use Lunatic States base script, you can make a recoil using the
Code:tags.<shock effect: string> - Occurs after taking damage. -
What you are referring to is often called 'Thorn' and can be attached to e.g. armour.
I've done it using Tsukihime's Effects Manager Script, which is very simple, and only requires a short additional script for the particular effect. The 'Thorn' one is here
http://www.rpgmakervxace.net/topic/7525-thorn-mail/
However, please note that there is an error in the script, and you would need to make the following alteration:
From:
class Game_Battler < Game_BattlerBase
def effect_thorn_mail(user, item, effect)
return if user == self
To:
class Game_Battler < Game_BattlerBase
def effect_thorn_mail(user, item, effect)
return if user == self || !$game_party.in_battle|| user.actor? == self.actor?
If you're happy to have this done by particular armor/accessory, then this is possibly the most straightforward way of doing it. -
You don't even need a script to damage the user of the skill for specific skills, it's doable right on the damage formula...
Recoil when the target has the state is doable using the DF too, though that's not a good idea since you would do that for each skill. I'm sure I've read it on Lunatic states or one of it's add ons. It allows damaging battlers that damage the one with the state that has the recoil.
For starters, if you only use Lunatic States base script, you can make a recoil using the
<shock effect: string> - Occurs after taking damage.tags.
Yea, when I was messing around with the Lunatic states I knew it had something to do with shock effect, but I think it is just a matter of what to script for it. Recoil is there but it is for objects and from what I looked at it, it is used for an ally taking recoil instead of ally setting up the skill and monster taking recoil when attacked.
What you are referring to is often called 'Thorn' and can be attached to e.g. armour.
I've done it using Tsukihime's Effects Manager Script, which is very simple, and only requires a short additional script for the particular effect. The 'Thorn' one is here
http://www.rpgmakervxace.net/topic/7525-thorn-mail/
However, please note that there is an error in the script, and you would need to make the following alteration:
From:
class Game_Battler < Game_BattlerBase
def effect_thorn_mail(user, item, effect)
return if user == self
To:
class Game_Battler < Game_BattlerBase
def effect_thorn_mail(user, item, effect)
return if user == self || !$game_party.in_battle|| user.actor? == self.actor?
If you're happy to have this done by particular armor/accessory, then this is possibly the most straightforward way of doing it.
I appreciate that, however it isn't exactly what I was looking for. Did help me look in a different direction. The thorn for the script mentioned deals when equipping armor/access. however I am hoping for more of a state.
Yanfly's lunatic states/objects look like what I need to use, however the advanced scripting involved is what is preventing. Guess it is back to the drawing board with this for now... Hope I can look at something soon if I have time. -
I'm telling you, the shock effect could do it... As long as you know how to script the effect, after all, Yanfly's Lunatic doesn't do anything by default...