[RM2K3] VARYING BUFF AND DEBUFF STRENGTHS

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Wondering if anyone might be able to provide some assistance in figuring this problem out. I know I'm setting myself at a bit of a disadvantage when it comes to gameplay variety by using RPG Maker 2k3, but quite frankly, I find the problem solving required to make certain things work to be pretty fun - like a game on its own.
That being said, I'm trying to set up some kind of buff or debuff skill, but there doesn't seem to be an option to increase stats through the Skill tab directly. It seems to me that the only option for buffing or debuffing a character through use of a skill is by having it inflict a State which either halves or doubles a stat. Is this the only way to buff/debuff a character? I could make use of this for certain abilities, but 50% and 200% are pretty drastic changes in a stat, and it would be nice to be able to control the rate at which the stat is increased. If this could be done through a Common Event, and someone wouldn't mind giving me an explanation of how that might work (since I've little experience with CE's - though I'd like to change that ASAP), that would be greatly appreciated.
You'll likely just use an empty state that doesnt do anything, and then every turn (using the Battle Events editor of the Troops with Turn x1) use a common event to check the state of every hero, and if there is a state, do your stat calculation and manually do it through Change Parameters. You'll probably need to detect when the state is off and what happens when the battle is over. Keep in mind you'll have to copy paste the battle events for every battle you have (which isn't a big deal unless you can't rely on common events as much).

Also Change Parameters is kind of shit since it can only increase or decrease, you'll probably just have to store the stat you want to change, decrease by the stat (setting it to the lowest possible) and then increase it with another variable with the calculation you want to come up with. Another thing that comes to mind is you probably want to store the original stat value at the beginning so that you can reset whenever you want.
author=Darken
You'll likely just use an empty state that doesnt do anything, and then every turn (using the Battle Events editor of the Troops with Turn x1) use a common event to check the state of every hero, and if there is a state, do your stat calculation and manually do it through Change Parameters. You'll probably need to detect when the state is off and what happens when the battle is over. Keep in mind you'll have to copy paste the battle events for every battle you have (which isn't a big deal unless you can't rely on common events as much).
Alright, I'm able to understand most of this, although I have no experience whatsoever tampering with Battle Events. If you'd be able to elaborate on how I'd use the Common Event to check the party's states, that might help. I'm not familiar at all with the syntax used in RPG Maker
It's cutting off the rest of my response, hopefully separating them solves the problem.
I can't find the Change Parameters option, but I might just be blind. You also mentioned having to copy paste the event for any battle where it's necessary, which wouldn't be all that bad, but if there's a more convenient way to do it I'd be willing to give that a try.
Again, I have no idea how CE's work, but would it be possible to create a Common Event for decreasing a stat by a set amount which could then be called by any Monster who can apply the buff or debuff? There doesn't seem to be any way to call CE's directly from Skills, so I'm not sure if it would be possible to make this work seamlessly without using Skills, but if I could simply make it possible for certain Troops to use a buff or debuff in battle, I could live with that.
Pardon my ignorance
Marrend
Guardian of the Description Thread
21806
It's been a while, and I don't have 2K3 (or TsuK3) in front of me, but, I seem to recall there being an option for skills to enables game-switches when they are used. Which could then call a Common Event that activates when that switch is active.

However, I also seem to recall there being checkboxes on the database screen on what parameter to increase/decrease in regards to skills. I might be thinking 2K/TsuK, though?


Sorry if I can't be of more help.
If you'd be able to elaborate on how I'd use the Common Event to check the party's states, that might help. I'm not familiar at all with the syntax used in RPG Maker


Basically you use something called a Conditional Branch (page 3, topish right). If you go to page 2 and check Hero is... there is a bunch of stuff you can detect what's happening to the hero and at the bottom is condition. Whatever event commands you put within the branch will only happen if what you specified is happening.

I can't find the Change Parameters option, but I might just be blind.


Which RPGMaker 2003 are you using? (Commercial or illegally translated) It's either called Change Params or Change Character Base Statistics in the bottom left of page 1 of the event commands.

Again, I have no idea how CE's work, but would it be possible to create a Common Event for decreasing a stat by a set amount which could then be called by any Monster who can apply the buff or debuff? There doesn't seem to be any way to call CE's directly from Skills, so I'm not sure if it would be possible to make this work seamlessly without using Skills, but if I could simply make it possible for certain Troops to use a buff or debuff in battle, I could live with that.


Yeah there's no way to trigger a common event directly with skills. You can trigger switches which then triggers CEs (by making the skill type Switch). But there's a bunch of work arounds in figuring out who casted what and who you're targeting, specifically this tutorial: https://rpgmaker.net/tutorials/536/. However using a dummy state is kind of the easiest method I can think of for your case since the monster can cast the skill and you'll know who it happened to by checking someone's state every turn. As for the other way around when a character wants to debuff a monster, you might have to rely more on battle events since common events can't reference monsters I don't think.

And yeah there is a Stat Increase/Decrease option for skills but it's pretty damn limiting since it only does a value you've set it to, (and a very VAGUE variance depending on a stat). I assume the OP wants direct control like raw percentages like 33% or something.
Which RPGMaker 2003 are you using? (Commercial or illegally translated) It's either called Change Params or Change Character Base Statistics in the bottom left of page 1 of the event commands.


I'm assuming this is Commercial, since it's the version I got off of Steam a while back. That helps though, I figured it was under a different name or something.
Yeah there's no way to trigger a common event directly with skills. You can trigger switches which then triggers CEs (by making the skill type Switch). But there's a bunch of work arounds in figuring out who casted what and who you're targeting, specifically this tutorial: https://rpgmaker.net/tutorials/536/.
And yeah there is a Stat Increase/Decrease option for skills but it's pretty damn limiting since it only does a value you've set it to, (and a very VAGUE variance depending on a stat). I assume the OP wants direct control like raw percentages like 33% or something.

Yeah I think this should help me out a lot, thanks for your assistance on this topic, I'll definitely be checking out that tutorial as well. Something like being able to buff a stat by 33% is pretty much exactly what I'm looking for, so I appreciate the help.
author=Marrend
However, I also seem to recall there being checkboxes on the database screen on what parameter to increase/decrease in regards to skills. I might be thinking 2K/TsuK, though?
Sorry if I can't be of more help.

The input is appreciated regardless. Like I said, I know next to nothing about anything beyond the most intuitive in-engine features, so any input from outside sources is sure to be of some help.
To make sure my idea worked I decided to test it and elaborate further. Here's an image guide of basically how it works out. I have 3 variables called:

0001:OriginalATK

0002:BuffATK
0003:CurrentATKTest

(The third variable isn't really needed, but helpful) and a switch called
0001:ZackBuffOn

kind of a bad name but whatever

Then I make a Dummy state that does nothing and ends after 3 turns for example's sake.


First is to set Turn Count to 0 for one of the Battle Events. This will happen at practically the first frame of the battle. So I just make sure to store hero's ATK to the first variable starting out. The show message there is to just keep track of what that number is.


Next Event Page is setting the Turn Count to x 1, this means whatever code is in here will run every turn of the battle (including the start of the battle, but the turn 0 page will happen first regardless). I set a common event to State Check. Then afterwards a test variable that constantly checks for the Hero's current attack, then a test message that just keeps track of all the variables. The main thing is just the Common Event call though. Technically you could just dump everything you want to do in this one common event for most of the stuff you want to happen every turn, just something to keep in mind.



Here's where all the magic happens. Make a conditional branch that's set to asking if the Actor's state is 'Dummy' (and make sure the 'Set handling' option is turned on so that you get an else statement).

Then make another conditional branch asking if the Buff switch is OFF, this is so that it'll only do the calculation once the state is added (don't need an Else for this).

Then I basically do all the calculations on the second variable, setting it to the original atk and then multiplying it by 133 (for 133% which is 33% added on the original ATK) and dividing it by 100 (rm2k3 can't really do decimals so you have to workaround when it comes to getting percentages).

After that it comes time to apply the actual Parameters, BIG HUGE NOTE: I don't think decreasing it by 999 will be a guarantee stat reset since weird stuff happens when you go past the negatives. I think stats can be negated past -1 but the engine doesn't want to show it. So it's best to always decrease the stat value by itself.

Since you turn the switch on, it won't bother doing the calculations again during the Dummy state.

The Else statement is where the Dummy state isn't on the Hero. So you'll want to do another conditional branch to check if the Buff switch is on within the Else. To basically explain the logic, the buff may be gone but you still have the stat change enabled. The switch is there to reset the stat to its original form and also enable the state to function again if it's applied later on.

I hope this makes sense? You'll have to do this with every hero, and any other buff you'll want to do. Again there might be more battle eventing you'll have to do if you want this to work on a monster.
author=Darken
I hope this makes sense? You'll have to do this with every hero, and any other buff you'll want to do. Again there might be more battle eventing you'll have to do if you want this to work on a monster.

Holy shit, this should help out a ton. I'll definitely look at this later when I test out the implementation. Thanks for the image guides - should make things much easier for my ignorant brain to understand and follow.
Can't thank you enough for the assistance.
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