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[RMMV] Change timing of Regen effects?
In Standard Turn Battle, all of the regeneration occur after the last players turn. Is it possible to change this so these effects occur separately for each character, at the beginning (or end) of their turn?
[RMMV] Darkest Dungeon DoT System
author=Avee
The simplest way I can think of would be to duplicate the state instead of stacking its effect.
But that's just a thought. I have no experience with RMMV plugins.
Is that possible? I would think that would require several different versions of the same state, and if State 1 is applied, then apply State 2, etc... Is there a simpler way that I'm totally missing?
I tried adding a "Turn Counter" variable that increases by 1 at the start of each turn and resets to 1 after reaching 3. I modified the Yanfly DoT Stacking Script but it's not working. FYI I have no experience scripting, I can just understand well enough to make minor tweaks, so this is way above my head.
<Category: Bypass Death Removal>
<Custom Apply Effect>
// Make sure the stack count exists.
target._stackingPoison = target._stackingPoison || 0;
// Increase the stack count.
target._stackingPoison += 1;
// Get value of Turn Counter variable
var t = $gameVariables.value(11);
// Set counter for each stack of DoT applied this turn
if (t === 1)
{var x += 1;
}
if (t === 2)
{var y += 1;
}
if (t === 3)
{var z += 1;
}
</Custom Apply Effect>
<Custom Remove Effect>
// Reset the stack count.
target._stackingPoison = 0;
</Custom Remove Effect>
<Custom Regenerate Effect>
// Make sure the stack count exists.
target._stackingPoison = target._stackingPoison || 1;
var t = $gameVariables.value(11);
if (t === 1)
{var stacks = target._stackingPoison - y;
}
if (t === 2)
{var stacks = target._stackingPoison - z;
}
if (t === 3)
{var stacks = target._stackingPoison - x;
}
// The damage formula used per tick.
var damage = stacks * 20;
// Play poison animation on the target.
target.startAnimation(59);
// Target takes HP damage.
target.gainHp(-damage);
// Play the popup.
target.startDamagePopup();
// Clear the results.
target.clearResult();
// Check if the target is dead.
if (target.isDead()) {
// If the target is dead, make it collapse.
target.performCollapse();
}
</Custom Regenerate Effect>
[RMMV] Darkest Dungeon DoT System
How would you go about re-creating the DoT system from Darkest Dungeon? If you are not familiar with the game, DoT damage stacks each time it is applied, but each stack also wears off after 3 turns independently from each other.
There is a great Yanfly tips & tricks page for stacking DoT:
http://www.yanfly.moe/wiki/Damage_Over_Time_Stacking_(MV_Plugin_Tips_%26_Tricks)
But the problem with this script is that if you keep re-applying, the DoT amount continues to stack and never wears off or decreases. I want each stack of DoT to be removed 3 turns after it is applied.
There is a great Yanfly tips & tricks page for stacking DoT:
http://www.yanfly.moe/wiki/Damage_Over_Time_Stacking_(MV_Plugin_Tips_%26_Tricks)
But the problem with this script is that if you keep re-applying, the DoT amount continues to stack and never wears off or decreases. I want each stack of DoT to be removed 3 turns after it is applied.
Add "Attack State" to Skills with Items
I would like to use an item that adds an "Attack State" to certain Skills.
Ex) Using an item to add a "Poisoned Weapons" state that adds a chance to cause a "Poison" effect on an enemy. The "Attack State" modifier only applies to the normal/default attack. I would like this to also apply to skills that deal physical damage, but not spells or buffs.
Any ideas?
Ex) Using an item to add a "Poisoned Weapons" state that adds a chance to cause a "Poison" effect on an enemy. The "Attack State" modifier only applies to the normal/default attack. I would like this to also apply to skills that deal physical damage, but not spells or buffs.
Any ideas?
Death's Door / Last Stand Mechanic (RMMV)
I think I've got it now! I went back to using the "second chance" state and modified the notes to account for DoT effects as well as enemy attacks.
Below is the modified note tag for State #2 "Second Chance". I am using MP here as a "fatigue" stat instead of it's traditional use.
<Custom React Effect>
if ($gameParty.inBattle()) {
target._secondChance = (target.mp + (target.hp * 100) - 100) > Math.randomInt(100);
}
</Custom React Effect>
<Custom Respond Effect>
if ($gameParty.inBattle() && target._secondChance && target.hp <= 0) {
target.setHp(1);
}
</Custom Respond Effect>
<Custom Turn Start Effect>
if ($gameParty.inBattle()) {
target._dotSurvive = (target.mp + (target.hp * 100) - 100) > Math.randomInt(100);
}
</Custom Turn Start Effect>
<Custom Regenerate Effect>
if ($gameParty.inBattle() && target._dotSurvive && target.hp <= 0) {
target.setHp(1);
}
</Custom Regenerate Effect>
I had to add <Category: Bypass Death Removal> to the notes in my DoT effects so they would trigger the "regenerate effect" after knocking HP down to 0.
I used a formula to make sure attacks/DoT could not kill me if my HP is greater than 1, while also using MP as a fatigue metric vs the RNG. If HP is greater than 1, the RNG will never roll higher than (target.mp + (target.hp * 100) - 100). Also, if HP = 0, characters that are already dead should not revive.
I'm using the following plugins from Yanfly:
-Buffs & States Core
-State Categories
-Extended DoT
-Auto Passive States
Below is the modified note tag for State #2 "Second Chance". I am using MP here as a "fatigue" stat instead of it's traditional use.
<Custom React Effect>
if ($gameParty.inBattle()) {
target._secondChance = (target.mp + (target.hp * 100) - 100) > Math.randomInt(100);
}
</Custom React Effect>
<Custom Respond Effect>
if ($gameParty.inBattle() && target._secondChance && target.hp <= 0) {
target.setHp(1);
}
</Custom Respond Effect>
<Custom Turn Start Effect>
if ($gameParty.inBattle()) {
target._dotSurvive = (target.mp + (target.hp * 100) - 100) > Math.randomInt(100);
}
</Custom Turn Start Effect>
<Custom Regenerate Effect>
if ($gameParty.inBattle() && target._dotSurvive && target.hp <= 0) {
target.setHp(1);
}
</Custom Regenerate Effect>
I had to add <Category: Bypass Death Removal> to the notes in my DoT effects so they would trigger the "regenerate effect" after knocking HP down to 0.
I used a formula to make sure attacks/DoT could not kill me if my HP is greater than 1, while also using MP as a fatigue metric vs the RNG. If HP is greater than 1, the RNG will never roll higher than (target.mp + (target.hp * 100) - 100). Also, if HP = 0, characters that are already dead should not revive.
I'm using the following plugins from Yanfly:
-Buffs & States Core
-State Categories
-Extended DoT
-Auto Passive States
Death's Door / Last Stand Mechanic (RMMV)
author=Marrend
My train of thought is going somewhere like this:
-The passive state that resists death is applied to all allies at the beginning of combat.
-They also get another state that has no benefits or penalties, but dissolves when taking damage. It is applied at the beginning of each round of combat
-You do a check at the end of the turn/round to see if the "damage-wall" state is still there.
--If it's not there, check to see if they have 0 HP.
---If they do, check against the RNG.
----If the RNG fails, the resist death state dissolves, and they should follow suit?
I like the idea of the "damage wall" applied at the beginning of each round, but I'm not sure how to incorporate the RNG part. I need an event or something that fires whenever a character receives damage so that I can run the RNG. Maybe an event that runs when the state is removed?
Death's Door / Last Stand Mechanic (RMMV)
I had another idea, instead of using "second chance", if I gave actors a passive state that resists the "death" state, with a passive condition tied to a RNG that fires every time the actor is hit by an attack or by DoT. They would hang on at 0 HP and still be able to fight as long as their fatigue level (TP) is higher than the RNG number.
Is there a way to trigger an event based on the actor receiving damage? I'm not sure whether or not that would work with the actors being at 0 HP because their HP will not go down when hit.
Is there a way to trigger an event based on the actor receiving damage? I'm not sure whether or not that would work with the actors being at 0 HP because their HP will not go down when hit.
[RMMV] Display Attack Hit Chance
I am planning on accuracy and dodge being a big part of my game, with some attacks having lower accuracy but better damage, and some enemies having higher dodge chance. I want the player to be able to see the chance to hit, so they can make a decision about which attack to use (I am using yanfly's Hit accuracy plugin so chance to hit = skill accuracy - target dodge).
How would I go about this? Ideally the hit chance would display when an attack is selected and an enemy is hovered over, but I am open to other ways. I would be interested in showing enemy defense, and/or other stats as well but my primary concern is hit chance.
How would I go about this? Ideally the hit chance would display when an attack is selected and an enemy is hovered over, but I am open to other ways. I would be interested in showing enemy defense, and/or other stats as well but my primary concern is hit chance.
Death's Door / Last Stand Mechanic (RMMV)
author=JustAShyDoge
MMmmm, I smell MV, with a little help from some plugins you could almost replicate such effect with yanfly's second chance.
http://www.yanfly.moe/wiki/Second_Chance_(MV_Plugin_Tips_%26_Tricks)
Not sure if this is what you want, but I see the similarity.
So far I ended up doing something a little different by making 2 different states, the first one being "second chance" and the second one being a slightly modified version of second chance where if the actors HP = 0, a random number is rolled against the actors TP (I am using TP as fatigue). The idea is that actors will hang on at 1HP but take increased fatigue damage, until they eventually die when the RNG rolls higher than their Fatigue.
I haven't tested this yet but it looks like "second chance" will not trigger when an actor is killed by DoT effects. Any ideas there?
Death's Door / Last Stand Mechanic (RMMV)
Trying to use a system where characters at 0 HP can still act normally, but if they are hit again when at 0 HP they die.
I changed state #1 to "last stand" and set restriction to "none". I gave my enemy a skill with a 100% chance to add the "dead" state, and gave my actors a 0% state rate for "dead". The "last stand" state adds a state rate of 100% for "dead". "Last stand" is removed by healing skills.
When I tested this, my characters get the "last stand" state when they reach 0 HP, but their turns are still skipped over and the enemy no longer targets them. Eventually all characters have the "last stand" state and the battle ends saying my party was defeated. How to I make the game understand my characters are not dead at 0HP?
I changed state #1 to "last stand" and set restriction to "none". I gave my enemy a skill with a 100% chance to add the "dead" state, and gave my actors a 0% state rate for "dead". The "last stand" state adds a state rate of 100% for "dead". "Last stand" is removed by healing skills.
When I tested this, my characters get the "last stand" state when they reach 0 HP, but their turns are still skipped over and the enemy no longer targets them. Eventually all characters have the "last stand" state and the battle ends saying my party was defeated. How to I make the game understand my characters are not dead at 0HP?













