STATUS CONDITION RECOVERY IN RM2K3
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I'm trying to make a game with a well-thought out battle system, and it involves heavy use of creative conditions. I'm trying to make conditions that last exactly three turns, for example, or a mirror skill that only lasts one turn.
However, the "Condition Always Abates" number doesn't seem to be working the way I want it to. I figure, if I set it to five, the condition should always be cured after five turns. But, enemy monsters don't seem to be being cured of their conditions, even after several turns.
Any suggestions?
However, the "Condition Always Abates" number doesn't seem to be working the way I want it to. I figure, if I set it to five, the condition should always be cured after five turns. But, enemy monsters don't seem to be being cured of their conditions, even after several turns.
Any suggestions?
what's your "% chance to recover each turn" and "% chance of the condition abating" after taking a hit?
I believe 2k3 uses EVERYONE'S turn when counting turns, player characters and monsters alike.
Well, I fixed the original problem - turns out the "%chance to be cured" needs to be set to 100%, as it doesn't activate until the "condition abates after # turns" activates. Once a certain number of turns have passed, it starts rolling dice until it hits the % chance to be cured.
That being said, now I have to figure out exactly what it counts as turns: I think it counts 1 turn as 1 of the character's turns, but I'm not sure.
EDIT: Tests are conclusive: RM2k3 counts every turn as a "condition abates" turn. To test this yourself, just cast a self-buff status and let a monster beat on you for so many turns.
This is going to be annoyingly hard to balance. I was planning on, say, poison lasting 10 turns and doing 10% max HP, so you had to cure it or heal that character to survive. But I guess I can base it around an average of 4 monsters & 4 characters, so it works out evenly.
Also, applying a condition twice will not only not stack the duration, it won't even refresh it. So, if you cast Barrier on someone, it better be gone before you cast it again or it'll just be wasted.
(I couldn't find the finish editing button, but I figured it out. Sorry for the double post.)
That being said, now I have to figure out exactly what it counts as turns: I think it counts 1 turn as 1 of the character's turns, but I'm not sure.
EDIT: Tests are conclusive: RM2k3 counts every turn as a "condition abates" turn. To test this yourself, just cast a self-buff status and let a monster beat on you for so many turns.
This is going to be annoyingly hard to balance. I was planning on, say, poison lasting 10 turns and doing 10% max HP, so you had to cure it or heal that character to survive. But I guess I can base it around an average of 4 monsters & 4 characters, so it works out evenly.
Also, applying a condition twice will not only not stack the duration, it won't even refresh it. So, if you cast Barrier on someone, it better be gone before you cast it again or it'll just be wasted.
(I couldn't find the finish editing button, but I figured it out. Sorry for the double post.)
Because of the retarded turncounting in Rm2k3, I found that I had to take a different tack on poison. On heroes, it wouldn't do damage in battle - only X damageevery 4 steps outside of battle. The visibility of poison damage being applied is so low that it just seemed like your HP was mysteriously disappearing. Especially if you had multiple statuses afflicting a character (and poison isn't the highest priority).
Very bad, gameplay-wise.
Very bad, gameplay-wise.
Trying to get RM2k3's battle system to do what you want it to do is like pulling teeth while wrestling a gorilla in a pool of Jell-O.
Priorities are even funnier in Rm2k3. Inflicting a higher priority condition seems to remove lower priority statuses; even on enemies! Solution: Make everything have the same priority. Now there's a new issue: Auto-status items will have their condition always be visible over everything else since there's no priorities. Solution: Auto-items inflict a lower priority version of the status! But now if any changes are made to these statuses I have to do it twice and make sure all items inflict the lower priority version and not the regular priority version and and the whole thing is
Fuck Rm2k3

Fuck Rm2k3
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