YANFLY ENGINE ACE - BUFF & STATE MANAGER

RPG Maker VX Ace

More control over buffs and state durations.

  • YF
  • 12/28/2011 08:46 PM
  • 2333 views


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This script alters some of the basic mechanics revolving behind states, buffs, and debuffs that aren’t adjustable within RPG Maker VX Ace by default such as being able to affect the turns remaining on a state, buff, or debuff without affecting anything else or even adjusting how many times a buff (or debuff) can be applied to an actor.





This script brings back the option to make turns visible for states, buffs, and debuffs. This feature can be turned off within the script. I’ve always found this to be helpful for both players and developers. Knowing when a state, buff, or debuff will expire can make a huge difference in a player’s strategy and it can help out with gameplay balance designing, too.





These notetag “traits” can affect the maximum number of times buffs and debuffs can stack. Use these traits on actors, classes, weapons, armours, enemies, and even states.

<max buff stat: +x>
<max buff stat: -x>

Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.

<max debuff stat: +x>
<max debuff stat: -x>

Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.

<state x turn: +y>
<state x turn: -y>

When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.





Advanced users can adjust the buff and debuff formula to their liking. One of the things that irked me was how it wasn’t possible originally to modify this any bit. Well, now it is, and it can be done in formula format. Just adjust it within the script’s module.





When states are reapplied to battlers that are already affected by them, choose to ignore how the turns will be changed, reset the turns, or add up the remaining turns with what the state provides by default. These notetags go into the states notebox:

<reapply ignore>

If this state is cast on a battler with the state already applied, turns remaining will not be reset nor will turns be added on.

<reapply reset>

If this state is cast on a battler with the state already applied, the turns will be reset to the default amount of turns the state normally starts with.

<reapply total>

If this state is cast on a battler with the state already applied, the turns will be added on to the current amount of turns remaining giving the battler a total of the remaining turns with the default turns for the state.





Skills and items can now directly affect how many turns remaining there are to pre-existing states, buffs, and debuffs applied on a target.

<state x turn: +y>
<state x turn: -y>

If the target is affected by state x, this will alter the turns remaining on that state by y turns if the state can be removed by turns. If the state goes under 0 turns, the state will be removed.

<buff stat turn: +x>
<buff stat turn: -x>

If the target’s stat is buffed, this will alter the turns remaining on that buff by x turns. If the buff’s remaining turns go under 0, the buff will be removed.

<debuff stat turn: +x>
<debuff stat turn: -x>

If the target’s stat is debuffed, this will alter the turns remaining on that debuff by x turns. If the debuff’s remaining turns go under 0, the debuff will be removed.

— And that’s all, folks! —

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