ADVANCED STATUS CONDITIONS

Stuff other than the basic statuses like poison/slow/blind

Honestly, most of my tutorials can be used with any RpgMaker, but here goes.

Today, I'll tell you how to do about three or four things that you probably didn't know you could do with status conditions. If you did, well, good for you. We will be talking about condition-triggered statuses, event-altering statuses, and marker statuses.

Before we start, most of these status effects are (unless I mention differently):
-EndsAfterBattle
-Priority (Any), but you don't want it overwritten by anything but death, so higher than normal
-No Restriction
-No Base Stat Alteration
-Either 0% recovery or only lasts one turn (because we can remove the status after it runs, stick with the first usually)
-100%/75%/50%/25%/0%
-No Lock Skills
-No HP/MP effects

Basically, 2/3 of these are dummy status conditions. But they allow other stuff to run.

You'll want to run this at Turn 1x using a Common Event during battle. We'll call this Status Effects. You'll also want to also make a switch-based Common Event for status effects outside of battle. And you'll probably want to have a few other common events, such as Savepoint for savepoints. Local Events are your enemy, if you use them, insert common events inside whenever possible.

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Let's talk about marker statuses first. Suppose you want to tell what character is hit by an attack or uses an item. The marker status "marks" the character. I'll give two examples: Pufferfish and SaveDC

Pufferfish is an item-triggered marker. Inside Status Effects, make the following code:

<>If (Character1) has Puffer status
<>Variable PufferfishVenom (Random 1-10)
<>If PufferfishVenom > 6
<>(Some sort of healing effect, and dialogue)
:Else
<>(Instant death, and dialogue)
:End

Repeat for each, giving different dialogue. If your character is venom immune, they can say something cute about how that doesn't do anything.

The SaveDC is kinda the same mechanism, except it's to trigger sort of Dungeons & Dragons style "rolls". You can use it to gauge whether or not you get hit by a special attack, or you can use it to determine what happens if one character decides to use a skill type thing. It basically marks who used it, and then you can compare it to another variable if you want (as in, it might have a lower number that you roll over if say a catgirl tries to climb, instead of a big heavy troll).

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Next, we'll talk about event-altering statuses. Remember the savepoint common event? Well... if it looks something like this:

<>Full Heal: Entire Party
<>Flash Screen 0.1 Sec
<>Open Save Menu
<>End Event Processing

You can make the following, a status called Restless. Depending on what you want, you can make either...

<>If (Character1) has Restless status
<>End Event Processing
:Else
<>Full Heal: Entire Party
<>Flash Screen 0.1 Sec
<>Open Save Menu
<>End Event Processing
:End

Or...

<>If (Character1) has Restless status
<>Open Save Menu
<>End Event Processing
:Else
<>Full Heal: Entire Party
<>Flash Screen 0.1 Sec
<>Open Save Menu
<>End Event Processing
:End

Basically either saving but not healing, or not allowing either. Here's another one. You have a simple dark room common event.

<>Tint Screen (R000,G000,B000), 0.0 Sec
<>End Event Processing

You have a spell or item that adds the Light status. So now it's...

<>If (Character1) has Light status
<>Tint Screen (R100,G100,B100), 0.0 Sec
<>End Event Processing
:Else
<>Tint Screen (R000,G000,B000), 0.0 Sec
<>End Event Processing
:End
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Lastly, these are status caused by certain mechanics. Let's show two examples here too.

Suppose you make a date and time system. I don't recommend it, but suppose you do. Now suppose you give characters birthdays. Yay, Happy Birthday! You can double certain stats as a result of that being their birthday, by keying the status for that date for that character. I'm not gonna include that because it's a few pages.

Likewise, you have terrain-sensing as a common ability and a day/night event. In addition to the day night tinting, add a switch that says either day or night (your choice, adapt this code accordingly, but I prefer Night) to mark time period. You can make a desert heat status (HP damage by step), that is added when you are on desert terrain during the day, and removed during the night. Again, you'll need a day/night event before this is any good, not to mention an event that scans terrain. If you're anything like me, you already have both. Otherwise, good luck.