[RMVX ACE] HELP CREATING STATES
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How to create a state that has a chance of damaging oneself when active. Like how confusion works in pokemon.
And also a buff that temporary increases stats by a constant instead of percentage.
And also a buff that temporary increases stats by a constant instead of percentage.
You can't do it with the default editor, but you could achieve those effects with scripts.
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
If you use Yanfly's scripts Lunatic States and Lunatic States: Punishment you can do an effect like the Pokemon confuse effect with some wrangling.
We're gonna have to edit the script though.
First, delete line 107 of the script. This will cause the "physical backfire" to be triggered by any action at all instead of just physical damage actions.
In its place, put this line of code, which will make the backfire effect only happen one in every four actions at random:
Then just include this notetag in a state:
<while effect: physical backfire MAXHP 20%>
Any battler affected by the state will have a 25% chance to take damage equal to 20% of its max hp any time it takes any action.
As written the battler will succeed in performing their turn and take damage. If you need the action that the battler was trying to do to fail, you can try adding this line right after the other line you added, though I make no promises about whether it'll work:
If that doesn't work and you need the action to fail, then you're gonna have to do something crazier to get it to work. I'd have to think about ways to do it. I will say that allowing the action to succeed + backfire is probably better design for most games, IMO. It would certainly be better design for pokemon. The game already has a paralyze effect and doesn't need a paralyze++ effect.
We're gonna have to edit the script though.
First, delete line 107 of the script. This will cause the "physical backfire" to be triggered by any action at all instead of just physical damage actions.
In its place, put this line of code, which will make the backfire effect only happen one in every four actions at random:
return if rand(4) == 0
Then just include this notetag in a state:
<while effect: physical backfire MAXHP 20%>
Any battler affected by the state will have a 25% chance to take damage equal to 20% of its max hp any time it takes any action.
As written the battler will succeed in performing their turn and take damage. If you need the action that the battler was trying to do to fail, you can try adding this line right after the other line you added, though I make no promises about whether it'll work:
user.current_action = nil
If that doesn't work and you need the action to fail, then you're gonna have to do something crazier to get it to work. I'd have to think about ways to do it. I will say that allowing the action to succeed + backfire is probably better design for most games, IMO. It would certainly be better design for pokemon. The game already has a paralyze effect and doesn't need a paralyze++ effect.
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