[RMVX ACE] EFFECT AFTER STATE TIMER RUNS TO 0 MECHANIC
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So, I wanted to ask you two questions about this mechanic I was planning for my game:
1) Is there a script/s or any other way to make this?
2) What do you think about this idea?
That's all.
1) Is there a script/s or any other way to make this?
2) What do you think about this idea?
That's all.
So you mean, after the state has gone something happens? As in
"You've been afflicted by Doom! In X turns Y will happen!"
1) I don't know any way or any scripts that'd do that, but it'd be worth it to look at the Yanfly Battle Engine scripts, seems like the kind of thing that'd be there.
2) Sounds good to me. I don't really have anything extreme to say about it.
"You've been afflicted by Doom! In X turns Y will happen!"
1) I don't know any way or any scripts that'd do that, but it'd be worth it to look at the Yanfly Battle Engine scripts, seems like the kind of thing that'd be there.
2) Sounds good to me. I don't really have anything extreme to say about it.
Well, not exactly the Doom state, I mean to use this mechanic for potions (maybe not all of them...), that instead of causing an effect instantly like they normally do, it takes a few turns before that effect happens.
I'm not sure how, but I'm pretty sure it can be done with this script.
It's pretty advanced, though...
technically, you'd add the effect in the notetag, like this:
<erase effect: string> - Occurs when state is removed.
It's pretty advanced, though...
technically, you'd add the effect in the notetag, like this:
<erase effect: string> - Occurs when state is removed.
That script could be what I'm looking for, but I think that what I should use is the "leave effect" notetag. Thanks! :)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I will say that if you use this for potions, and the battle ends or the target dies before the potion takes effect, it will be irritating.
Enemies applying effects to the player that have this kind of functionality can be really fun because it gives the player a chance to respond and mitigate/prevent the enemy action. However, when the player uses skills like this, the enemy can mitigate/prevent the player's action, which is a lot less fun. Interrupting an action, especially when you know what that action is going to be, is extremely fun for the person doing the interrupting and extremely not-fun for the person being interrupted. In a PVP game this might be a neat mechanic no matter how you do it, but in a single-player game we don't care how much fun the computer is having.
Now, if the effect is a big enough deal that succeeding at it feels really cool, and if there are changes you can make to your own strategy to maximize the effect, then it can still feel really fun. Especially if it's not something the enemy can really do much to interrupt. Like if you're launching a nuke that completely annihilates one enemy and deals high damage to all others after 3 rounds, for example. After using the nuke, the player will want to carefully choose which targets to attack for the next several rounds, and use defensive skills to survive and conserve MP, and maybe use AOE defense-down debuffs, and those tactical choices will make it feel like the final outcome was largely in the player's control.
I really wouldn't use this for recovery items, at least not in 99% of games. You would need to be making a game where healing was extremely difficult, and then you'd also need to make it so the healing effect happened even if you finished the battle before the state wore off.
Enemies applying effects to the player that have this kind of functionality can be really fun because it gives the player a chance to respond and mitigate/prevent the enemy action. However, when the player uses skills like this, the enemy can mitigate/prevent the player's action, which is a lot less fun. Interrupting an action, especially when you know what that action is going to be, is extremely fun for the person doing the interrupting and extremely not-fun for the person being interrupted. In a PVP game this might be a neat mechanic no matter how you do it, but in a single-player game we don't care how much fun the computer is having.
Now, if the effect is a big enough deal that succeeding at it feels really cool, and if there are changes you can make to your own strategy to maximize the effect, then it can still feel really fun. Especially if it's not something the enemy can really do much to interrupt. Like if you're launching a nuke that completely annihilates one enemy and deals high damage to all others after 3 rounds, for example. After using the nuke, the player will want to carefully choose which targets to attack for the next several rounds, and use defensive skills to survive and conserve MP, and maybe use AOE defense-down debuffs, and those tactical choices will make it feel like the final outcome was largely in the player's control.
I really wouldn't use this for recovery items, at least not in 99% of games. You would need to be making a game where healing was extremely difficult, and then you'd also need to make it so the healing effect happened even if you finished the battle before the state wore off.
I was also thinking of having skills and items that wore the state but allowed to apply the effect before. Would that help?
author=Ilan14
Well, not exactly the Doom state, I mean to use this mechanic for potions (maybe not all of them...), that instead of causing an effect instantly like they normally do, it takes a few turns before that effect happens.
That's actually a really cool idea.
Anyway I think that the script Joseph Seraph linked will let you do this, but you'll need a little bit of scripting knowledge to pull it off because it's not one of the built in "Lunatic Effects" that YF has already defined.
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