Hello everyone!
I just started creating a new game with RPGMaker VX Ace and started by taking a good look at the statuses. Keeping the fun ones (like sleep because it got some type of external factor to get rid of) and removing the rest (looking at you paralysis!). I want to make a binding status but don't really know how to :unsure: .
The status can be inflicted on a skill (like a tree monster that can root you). The target can't do anything exept struggling to get free (and maybe guarding?). With some attack you can get free with the first time struggling and with others something like3 or 4 times.
I think it should go something like this:
binding + a variable
if the player struggles -1 that variable
if that variable = 0 remove binding
So a Bind 2 the player has to struggle 2 time to get the counter to 0 and thus remove the binding
Am I thinking in the right direction? And i have no idea how to get that into RPGMaker :(
Is there anyone who can help me with this? It whould help me alot :) !
I hope my English is good enough and that I explained it good enough!
Thank you
Trouble creating a "binding" status
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The easiest way I can think to do this (without scripts) is to have copies of the binding state.
All of them lock attack (if that's possible) and all skills.
they also give a new skill: Struggle.
The struggle skill can be set on user only and does nothing (unless you want it to except remove one struggle state and add another.
So, for example, you could have four binding states:
Bind1
Bind2
Bind3
Bind4
Now, if a monster gives an actor Bind4, they would only have access to Struggle.
If they use it, Bind4 gets cured but Bind3 gets added.
If they use Struggle the next turn, Bind 3 is removed and Bind2 is added.
They can keep going until the bind is eventually removed.
You, as the developer can set how ever many binds you like.
You can also set if the Actor can have more than one bind at a time.
This can all be done with a somewhat complicated damage formula.
If you need help setting that up, let me know and I'll try to show you. -
Heey Maliki
thank you for your responce! It looks simple and could really work.
I'll try to do it this way right now. Than i need to lock attack, magic and special and in theory you can't do anything but struggle and guard.
Edit:
it seems to work nicely, thanks alot Maliki! :D
I added extra state called "bound" for the user of the skill. Now you bind someone else (he has to struggle) and you get the "bound" status to let the ai know he can do special attacks.
But it has a quite big flaw. Once you struggeled enough to free yourself the enemy still has the "Bound" status. This means he can still do his special attack he should only do against binded targets.
Is there a way to remove the "bound" status from the enemy once you freed yourself? Or is there another way to check if a target is binded and thus should do his special attack? -
Glad to have helped Knaak.
(You could have just replied. Now I have to edit my post or it'll look like a double-post.)
To answer your second question, instead of putting bound on the enemy, make a battle event that checks if actors have any bind states and if so, turn on a switch.
Then you can have the enemy do an attack if the switch is on.
Also, you can just make attacks that have extra effects if an actor is bound, but has a basic effect no matter what. -
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