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> [YERD] Custom Status Properties (UPDATED 04.28), Added state stacking.
Yanfly
post Apr 14 2009, 09:28 PM
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Custom Status Properties
Last Update: 2009.04.28
By: Yanfly

THIS SCRIPT IS NOT COMPATIBLE WITH TANKENTAI!!!

Introduction
Status effects are by far the most underlooked and undervalued component in many RPG's, both commercial and RPG Maker project. And for that reason, they're also the most underused component in any RPG, too. However, this is not to fault towards the RPG's themselves, but rather, the people creating the status effects. Status effects are often boring, don't do nearly enough for what they're worth, and in RPG Maker projects, there's very little control you have over them. This script grants you that control, improves flexibility, and allows you to do things normally not capable before. And if you're even willing to script a little bit, there's a plethora of potential status effects you can create so long as you have the imagination and scripting experience.

Update History
  • 2009.04.29 - Added state stacking. <max stack x>
  • 2009.04.19 - Upgrade pack 1.
    Added shorter way to use atk/def/spi/agi_f rates.
    Added a state-type hash for the module. Optional usage.
    Included Add/Sub set values for atk/def/spi/agi.
    Included Per/Add/Sub for Hit/Eva/Cri/Odds.
    Included Undead HP/MP. Added Absorb HP/MP.
    Included Death Upon HP/MP Damage/Healing.
    Included HP/MP Pain/Healing Rates.
  • 2009.04.15 - Finished script and publicized.
  • 2009.04.13 - Started on script.


Screenshots


Script
Click here to view it.

Instructions
Since this is a big script, I’ve included a number of screenshots to explain everything (hopefully).

---------



The first addition to the script is the ability to change MaxHP and MaxMP via status effects. You can change it through percentage or through a set value. Your HP and MP bars will reflect the new maximum values and whatnot. If current HP and current MP exceed MaxHP and MaxMP, they obviously readjust to the proper values (although, I noticed KGC's version did not do this).

<maxhp per x> x is the value which MaxHP retrieves as a percentile increase.
<maxhp add x> x is the value which MaxHP is added to.
<maxhp sub x> x is the value which MaxHP is subtracted by.

<maxmp per x> x is the value which MaxHP retrieves as a percentile increase.
<maxmp add x> x is the value which MaxHP is added to.
<maxmp sub x> x is the value which MaxHP is subtracted by.

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I've always been bothered by the fact that the status editor limited us to 200% at most. These tags allow you to go past the usual limit (to whatever numeric value you type in) and all that limits you is the game limits themselves. However, should you use KGC's Limit Breaker, you can exceed 999 pretty easily. This script's adjusted to be compatible with KGC's Limit Breaker if you have it. It goes to 999 max otherwise.

<new atk rate x> x is the percentile you wish to increase ATK by.
<new def rate x> x is the percentile you wish to increase DEF by.
<new spi rate x> x is the percentile you wish to increase SPI by.
<new agi rate x> x is the percentile you wish to increase AGI by.

To raise the ADSA stats by a set value, you can use the following tags with your status effects to produce the desired effect.

<atk add x> x is the value which attack is added to.
<def add x> x is the value which defense is added to.
<spi add x> x is the value which spirit is added to.
<agi add x> x is the value which agility is added to.

<atk sub x> x is the value which attack is subtracted by.
<def sub x> x is the value which defense is subtracted by.
<spi sub x> x is the value which spirit is subtracted by.
<agi sub x> x is the value which agility is subtracted by.

For the minor stats (Hit Rate, Evasion Rate, Critical Rate, and Odds rate), you can do similar and raise those via a percentage or a set value.

<hit per x><hit add x><hit sub x>
<eva per x><eva add x><eva sub x>
<cri per x><cri add x><cri sub x>
<odds per x><odds add x><odds sub x>

I think by now, I don't need to explain further on how x modifies those attributes.

---------



One of the removed features from RPG Maker XP was HP/MP regeneration and degeneration. All that remains in VX was HP degeneration at an uncontrollable 20%. Well, now you can do more with HP/MP degen and regen by adding them into your status window's notebox. You can increase/decrease those values via a percentile or a set amount. Control is at hand here.

<hp degen per x> x is the percentile of MaxHP that HP drops by.
<hp degen set x> x is the set value which HP drops by.
<hp regen per x> x is the percentile of MaxHP that HP heals by.
<hp regen set x> x is the set value which HP heals by.

<mp degen per x> x is the percentile of MaxMP that MP drops by.
<mp degen set x> x is the set value which MP drops by.
<mp regen per x> x is the percentile of MaxMP that MP heals by.
<mp regen set x> x is the set value which MP heals by.

---------



Some state effects can also stack. By setting <max stack x>, you can set the number of times a state can stack. By default, everything has a maximum stack of of 1. Stacking a state more than once will increase its effect. For states that increase by a percentile, the stack effect will increase its effect after a difference with 100. This means that if a state with 110% attack rate gets stacked, the 10% gets multipled instead of the full 110%. Stacking it twice will get 120%. Thrice nets 130%. Set changes will stack completely. +50ATK will stack as +100, then +150, and so on. Max stack will set the maximum amount of times the state can stack.

<max stack x> x is the value the state can stack.

---------



Now onto the more unusual stuff. The immortality tag grants the battler immortality so long as the status effect remains. What does that mean? The battler is unable to die, as per the definition of immortality. This means that the battler can reach 0 HP but can still perform actions and just, well, be immortal. However, remove that status effect (and if there are no other immortality status effects on), that battler goes plop onto the floor.

<immortality> Grants the battler immortality. Unable to die even if HP reaches 0.

---------



Here's another unusual effect. You can make some battlers vanish from battle. Vanished characters cannot be damaged, perform actions, be the target of things, etc. Even if you can somehow target that battler through a game mechanic, the targeting will be automatically redirected. Once the battler vanishes, all status effects with durations on them are removed and all unique effects that would normally occur are temporarily disabled. If an enemy is vanished from battle and it's the only one left, it's considered a victory for the player. If a player's character is vanished from the party as the only member left, it's considered a loss. In a way, it's a temporary death effect that allows the battler to return after the status effect wears off on its own.

<vanish> Causes the battler to vanish until the status effect wears off.

---------



Those who are tired of berserk only using normal attack can now tack on this tag instead. This makes the battler function like auto battle was checked. Of course, this means nothing if it's on an enemy character, but for actors, it can vouch for some interesting battle experiences. For those that don't know how auto battle works, it runs off pre-made AI and allows the characters to use skills in addition to regular attacks.

<auto battle> Causes the battler to perform as if auto battle was checked in the actor's tab.

---------



Now you can have your status effects reduce damage, split damage, or just completely nullify it between HP and MP. Those curious as to how this works, it first calculates the general HP damage, then throws it past Super Armour and Invincible HP, any remaining amount of HP damage will have a portion of it converted to MP damage. MP Damage then goes through a similar process with Super Barrier and Invincible MP. Any remaining amount of MP damage will have a portion of it go back to HP damage. The process doesn't loop. Note that not every status effect will go through all of these factors. Which process it goes through will depend on which tags you have on your status effects.

<super armour> Reduces HP damage by a common percentile and set value in the module.
<invincible hp> Prevents any HP damage dealt at all. Does not prevent HP costs, manual HP adjustments, or editor-based HP adjustments.
<hpdmg to mpdmg x> x is the percentage of HP damage that is transferred over to MP damage.

<super barrier> Reduces MP damage by a common percentile and set value in the module.
<invincible mp> Prevents any MP damage dealt at all. Does not prevent MP costs, manual MP adjustments, or editor-based MP adjustments.
<mpdmg to hpdmg x> x is the percentage of MP damage that is transferred over to HP damage.

When doing the HP <-> MP conversions, if there isn't enough HP or MP, the damage will spill back into its original pool. This means if you take 100 damage by a 50% split and you only have 20 MP, you'll take 80 HP damage instead of 50. It's mostly stuff that should work under common sense.

In addition to reacting to damage and reducing it, you can inflate or deflate the damage or healing received with these following tags. They can cause damage to be higher, lower, or even kill instantly upon receiving.

<hp pain rate x>, <hp heal rate x>
This raises or lowers the amount of HP damage or healing the battler will take in. This is calculated above the rest of the HP modifying attributes.

<mp pain rate x>, <mp heal rate x>
This raises or lowers the amount of MP damage or healing the battler will take in. This is calculated above the rest of the MP modifying attributes.

<death on hp dmg>, <death on mp dmg>
If dealt any HP or MP damage (for the respective tags, the affected battler will die instantly (or if the battler is immortal, HP dropped to 0).

<death on hp heal>, <death on mp heal>
Similar to the above, if healed for HP or MP, the affected battler will die instantly (or if the battler is immortal, HP will be dropped to 0).

Here are some things you can edit in the module.

YE::BATTLE::SUPER_ARMOUR_PER, SUPER_BARRIER_PER
- Sets the percentile of reduction for HP and MP damage respectively.

YE::BATTLE::SUPER_ARMOUR_SUB, SUPER_BARRIER_SUB
- Sets the subtractive value of HP and MP damage respectively.

YE::BATTLE::SUPER_ARMOUR_MIN, SUPER_BARRIER_MIN
- Sets the minimum possible value damage can be reduced to for HP and MP damage respectively.

---------



The absorb tags allow the attacker to absorb damage from foes. You can selectively choose for it to be for HP or MP. If you'd like for a status effect to have both, just add both tags! Easy as that. Absorb damage will trigger for both attacks and skills.

<absorb hp>
If the attacker produces HP damage, the damage will be absorbed.

<absorb mp>
If the attacker produces MP damage, the damage will be absorbed.

---------



The undead state prevents the battler from receiving healing. Instead, it'll convert it to damage based on the percentage rate you set for them. For example, if you use <undead hp 80> and Healing Signet would heal for 100 health, it'll deal 80 damage instead. The remaining healing is then discarded. You can create some pretty tricky status effects such as <undead hp 200> to make enemies take double damage from healing. Ultimately, this is to allow the user control over the healing to damage conversion rate.

<undead hp x>
When the battler receives HP healing, it's converted to HP damage through x percentage rate.

<undead mp x>
When the battler receives MP healing, it's converted to MP damage through x percentage rate.

---------



These tags are all properties you've seen elsewhere in the database except for status effects. They each produce different effects but the effects are identical and enable their respective properties. You can expect them to do what they have to do. The only new effect on that list is <anti state>.

<super guard>
This causes the battler to take 25% damage instead of 50% damage when guarding.

<pharmacology>
If you can spell it right, it'll allow the battler to produce 200% item effectiveness.

<fast attack>
If a battler attacks, the battler will strike much earlier than other characters.

<prevent critical>
This status effect will protect the battler from receiving any critical hits.

<double exp gain>
This status effect will double the experience gain for the battler at the end of battle.

<half mp cost>
This reduces MP cost by one half, exactly the same as what you'd see from the equip properties.

<anti state>
This prevents any new states from being added to the battler regardless of their resistances or helpfulness.

---------



Like any important part of a custom Yanfly Engine ReDux script, here's the part for the Lunatics. Similar to Custom Damage Formula and Custom Skill Effects, Custom Status Properties has tags that leave you a plethora of potential if you're willing to get down and dirty with the scripting (hey, scripting's fun). While Custom Damage Formula only had one custom tag and Custom Skill Effects has three, Custom Status Properties actually has five of them! There's five ways to trigger these effects and I'll explain them thoroughly instead of leaving you to understand them on your own like for the other two scripts.

<apply effect x>
Apply effects occur whenever that status effect is applied to a battler. The effect is triggered through normal status applying means, scripting, event editor, and just about anything that tacks on a status effect. This will not trigger if the battler has vanished.

<while effect x>
While effects occur every turn the status effect is in place. They occur after the battler's turn is over even if the battler did not act. In other words, they'll keep functioning so long as they're on the battler. This will not trigger if the battler has vanished.

<react effect x>
React effects occur whenever the battler is affected by an attack or skill. React effects can also be triggered by other react effects (if you allow for it to happen). In other words, you can think of it essentially as a counterattack status effect property. This will not trigger if the battler has vanished.

<leave effect x>
Leave effects occur when the state heals itself naturally, even if the state fails the remove chance. This effect does not trigger if manually if the status effect is removed via scripting, the event editor, or by in-game directions. In the event that the state fails the remove chance, the leave effect will trigger again the next time this state can naturally remove itself. This will not trigger if the battler has vanished.

<erase effect x>
Erase effects will occur whenever the status effect is removed. Like the apply effects, this will trigger through normal in-game status removing means, scripting means, event editor, and just about anything that would remove a status effect. This will not trigger if the battler has vanished.

---------

And for those who are unsatisfied with the default state probability rates, you can manually adjust them in the module.

YE::BATTLE::STATE_A, STATE_B, STATE_C, STATE_D, STATE_E, STATE_F
- These values set the success rate of their respective letters.

Notes
<Solamarle> ... it looks like Jiu has glasses.
<Solamarle> ... and Konami hit points.

Compatibility
- Works with KGC Limit Breaker
Please report any compatibility issues and I'll try my best to fix them.

Terms and Conditions
Just give credit where due.

Credits and Thanks
- Fabulousness

Originally Found Here: Here

This post has been edited by Yanfly: Jun 14 2009, 08:15 PM


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SojaBird
post Apr 15 2009, 12:39 AM
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One again, well done smile.gif


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For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

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Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
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The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
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When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
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When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
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class Window_Name < Window_Base
def initialize(x,y,width,height)
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refresh
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So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
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Xeyla
post Apr 15 2009, 02:12 AM
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This looks like an awsome scritp! I'm thinking it will be very popular once other people see this. I WILL be using this in my game. Thanks for such a great job! smile.gif

Edit: The "Click here to view it" link is not working. I went to the home of the scritp in the blog and got it from there.

This post has been edited by xeyla: Apr 15 2009, 02:17 AM


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Yanfly
post Apr 15 2009, 04:43 AM
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Thanks for the heads up. Fixed the link.


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Mr_E_Man
post Apr 15 2009, 06:11 AM
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I recently started playing with RMVX again. This script is much more efficient and easier to customize than some of the other custom status scripts I've found on RR. I will definitely use this in the future. Thanks a lot for all your hard work.


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Oracle
post Apr 16 2009, 10:17 AM
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Simply an amazing script; So easy to make even more effects that its truly well written.
Love it! thumbsup.gif


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Xarak
post Apr 16 2009, 12:08 PM
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Hmm... One thing I don't see that I'd like to see is set stat increases/decreases. Instead of increasing/decreasing a stat by a percentage - why not a set amount? Like, instead of a state increasing attack by 50%, we could have a state that gives 100 attack to the target, no matter whether or not the actor has 10 attack or 150 attack, it will give 100 attack to the target. Get what I mean? This would be pretty useful in my opinion. (doesn't sound very hard to me)
Otherwise, you are a scripting god. You've released a bunch of very useful scripts - and this one is no exception. Nice work!


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Yanfly
post Apr 16 2009, 12:31 PM
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QUOTE (Xarak @ Apr 16 2009, 12:08 PM) *
Hmm... One thing I don't see that I'd like to see is set stat increases/decreases. Instead of increasing/decreasing a stat by a percentage - why not a set amount? Like, instead of a state increasing attack by 50%, we could have a state that gives 100 attack to the target, no matter whether or not the actor has 10 attack or 150 attack, it will give 100 attack to the target. Get what I mean? This would be pretty useful in my opinion. (doesn't sound very hard to me)
Otherwise, you are a scripting god. You've released a bunch of very useful scripts - and this one is no exception. Nice work!

Hehe, one step ahead of you. I'm already getting that ready for the next update.

Three of the few things to expect next update:
- Set stat increases.
- Undead status (healing => damage)
- Damage inflation


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Lockheart
post Apr 16 2009, 06:54 PM
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Awesome script, makes states that much more usable, and they can actually DO something that we want!
Congrads on yet another amazing script.

By the way, would it be possible to work in a simple frozen/stone status? You a state where if your hit, you die. I don't think I saw a way other then custom scripting to do this, maybe it is there and I'm blind.
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Yanfly
post Apr 16 2009, 07:14 PM
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QUOTE (Lockheart @ Apr 16 2009, 06:54 PM) *
By the way, would it be possible to work in a simple frozen/stone status? You a state where if your hit, you die. I don't think I saw a way other then custom scripting to do this, maybe it is there and I'm blind.

Wait for it in the upcoming update pack. =]


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Lockheart
post Apr 16 2009, 07:17 PM
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QUOTE (Yanfly @ Apr 16 2009, 11:14 PM) *
Wait for it in the upcoming update pack. =]


I assumed it would be mixed in there, but I wanted to make sure. Thanks!
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breadlord
post Apr 17 2009, 09:46 AM
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Nice scriptbut I've got a problem, I'm trying to make a state that when it's inflicted on you reduces your max mp to zero, so I've put in the notes <maxmp per 100> yet nothing happens. Please help.



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Yanfly
post Apr 17 2009, 02:47 PM
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<maxmp per 100> sets your MP to 100%. If you wish for it to be zero, set it to <maxmp per 0>.


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amaro57
post Apr 17 2009, 08:07 PM
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Thank you very much with this script! Though a question, can you change the icons?


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Still going on Construct Classic. Currently drawing dialogue portraits for the characters. Some can be found on my DA.

Mystery of the Seventh Tower: Reborn
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------------------------------------
I've got my Platform Engine now. Still have to tweak it a bit to allow the 'action' part xD.
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Running into some errors, I'm trying to fix them up as soon as possible though.
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*Fixed*
Let's go back to tweaking shall we?
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Mega thanks to DarkYoshi for helping me on so many things. I'm understanding things better now. Just need to see how to call on some object states...mmm...
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Coding AI for enemies
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*Project Moves to Construct*
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I've established a deal with Christian Andersson for his music. That guy is a Fantasy Music GOD.
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Contacting several people for pixel work commissions.
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Gathering some more BGs.
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Editing current sprites for use in Construct.
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Waiting for v1 for Construct.
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Finishing Game Flow Design.
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Finished Story, yet to finalize.
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Finished Red and Yellow tower's level design.
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Finished Aeiner's Sky Port design.
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Character Design time.
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A project developed by Ambry. This used to be my old RMXP project but I converted it to GM8 and now Construct due to the game play possibilities. It's an action platformer with RPG elements and slight twists here and there. The project is based on 'The Seventh Tower' series by Garth Nix, but I assure you, I'm changing a lot of things!

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Yanfly
post Apr 17 2009, 08:53 PM
Post #15


Level 19
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Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed




You can change state icons by clicking the states tab and then double clicking the icon.

This post has been edited by Yanfly: Apr 17 2009, 08:55 PM


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breadlord
post Apr 18 2009, 12:26 AM
Post #16


What did you expect...
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Group: Revolutionary
Posts: 461
Type: Developer
RM Skill: Intermediate




QUOTE (Yanfly) *
<maxmp per 100> sets your MP to 100%. If you wish for it to be zero, set it to <maxmp per 0>.


Thanks happy.gif


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I taste a bit like Almonds.


Mmm, the taste of almonds - anathema to many with nut allergies, and a bad sign for many more, as my taste is not unlike that of cyanide. Am I good or am I poison? A risky thing to guess about. What Flavour Are You?



What Mystical creature are you?
Pegasus



You are a shy, night time person and you are very gentle and soft hearted. You are like the opposite from your cousin the unicorn.


Which Final Fantasy Character Are You?
Final Fantasy 7


[Show/Hide] Can you read this?
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.


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Your answers suggest you are a Strategist

The four aspects that make up this personality type are:



Summary of Strategists

* Quiet, easy-going and intellectually curious
* Use logical, objective thinking to find original solutions to problems
* Think of themselves as bright, logical and individualistic
* May be impractical, forgetting practical issues, such as paying bills or doing the shopping

More about Strategists

Strategists are quiet people who like to get to the heart of tough problems on their own and come up with innovative solutions. They analyse situations with a sceptical eye and develop ways of measuring everything, including themselves.

Strategists are the group most likely to say they are unhappy in their job, according to a UK survey.

Strategists are generally easy-going. They are intellectually curious and enjoy abstract ideas. Sometimes they like thinking of a solution to a problem more than taking practical steps to solve it.

In situations where they can't use their talents, are unappreciated, or not taken seriously, Strategists may become negatively critical or sarcastic. Under extreme stress, Strategists could be prone to inappropriate, tearful or angry outbursts.

Strategists may be insensitive to the emotional needs of others or how their behaviour impacts the people around them.


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Yanfly
post Apr 18 2009, 10:07 PM
Post #17


Level 19
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Group: Revolutionary
Posts: 384
Type: None
RM Skill: Undisclosed




Upgrade pack 1 is here! Here's a list of all the new content available.

---------

Custom Status Properties
http://pockethouse.wordpress.com/vx/custom...tus-properties/

There's a plethora of new status effect tags added in. Of them include functions that you can't even produce with the react, during, leave, apply, and erase effects without facing difficulty. There's also stats now that affect the minor stats (hit rate, evade rate, critical rate, and odds rate). Those function like you would expect them to.

To raise the ADSA stats by a set value, you can use the following tags with your status effects to produce the desired effect.

<atk add x> x is the value which attack is added to.
<def add x> x is the value which defense is added to.
<spi add x> x is the value which spirit is added to.
<agi add x> x is the value which agility is added to.

<atk sub x> x is the value which attack is subtracted by.
<def sub x> x is the value which defense is subtracted by.
<spi sub x> x is the value which spirit is subtracted by.
<agi sub x> x is the value which agility is subtracted by.

---------

For the minor stats (Hit Rate, Evasion Rate, Critical Rate, and Odds rate), you can do similar and raise those via a percentage or a set value.

<hit per x><hit add x><hit sub x>
<eva per x><eva add x><eva sub x>
<cri per x><cri add x><cri sub x>
<odds per x><odds add x><odds sub x>

---------

In addition to reacting to damage and reducing it, you can inflate or deflate the damage or healing received with these following tags. They can cause damage to be higher, lower, or even kill instantly upon receiving.

<hp pain rate x>, <hp heal rate x>
This raises or lowers the amount of HP damage or healing the battler will take in. This is calculated above the rest of the HP modifying attributes.

<mp pain rate x>, <mp heal rate x>
This raises or lowers the amount of MP damage or healing the battler will take in. This is calculated above the rest of the MP modifying attributes.

<death on hp dmg>, <death on mp dmg>
If dealt any HP or MP damage (for the respective tags, the affected battler will die instantly (or if the battler is immortal, HP dropped to 0).

<death on hp heal>, <death on mp heal>
Similar to the above, if healed for HP or MP, the affected battler will die instantly (or if the battler is immortal, HP will be dropped to 0).

Lunatics may find some form of usage for the newly added status effect has included in the module. Though using it is completely optional (like the rest of the script but that's besides the point), it allows for improved sorting and categorization for future scripts. Do expect to see it being used more later on.

---------



The absorb tags allow the attacker to absorb damage from foes. You can selectively choose for it to be for HP or MP. If you'd like for a status effect to have both, just add both tags! Easy as that. Absorb damage will trigger for both attacks and skills.

<absorb hp>
If the attacker produces HP damage, the damage will be absorbed.

<absorb mp>
If the attacker produces MP damage, the damage will be absorbed.

---------



The undead state prevents the battler from receiving healing. Instead, it'll convert it to damage based on the percentage rate you set for them. For example, if you use <undead hp 80> and Healing Signet would heal for 100 health, it'll deal 80 damage instead. The remaining healing is then discarded. You can create some pretty tricky status effects such as <undead hp 200> to make enemies take double damage from healing. Ultimately, this is to allow the user control over the healing to damage conversion rate.

<undead hp x>
When the battler receives HP healing, it's converted to HP damage through x percentage rate.

<undead mp x>
When the battler receives MP healing, it's converted to MP damage through x percentage rate.

---------



These tags are all properties you've seen elsewhere in the database except for status effects. They each produce different effects but the effects are identical and enable their respective properties. You can expect them to do what they have to do. The only new effect on that list is <anti state>.

<super guard>
This causes the battler to take 25% damage instead of 50% damage when guarding.

<pharmacology>
If you can spell it right, it'll allow the battler to produce 200% item effectiveness.

<fast attack>
If a battler attacks, the battler will strike much earlier than other characters.

<prevent critical>
This status effect will protect the battler from receiving any critical hits.

<double exp gain>
This status effect will double the experience gain for the battler at the end of battle.

<half mp cost>
This reduces MP cost by one half, exactly the same as what you'd see from the equip properties.

<anti state>
This prevents any new states from being added to the battler regardless of their resistances or helpfulness.

This post has been edited by Yanfly: Apr 18 2009, 10:11 PM


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breadlord
post Apr 18 2009, 10:56 PM
Post #18


What did you expect...
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Posts: 461
Type: Developer
RM Skill: Intermediate




These extra things are very good. Thanks Yanfly



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Check out my project http://www.rpgrevolution.com/forums/index....showtopic=29698
[Show/Hide] I thought my sig was to big so... Clicky clicky


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[Show/Hide] What things am I, CLICK!!!

I taste a bit like Almonds.


Mmm, the taste of almonds - anathema to many with nut allergies, and a bad sign for many more, as my taste is not unlike that of cyanide. Am I good or am I poison? A risky thing to guess about. What Flavour Are You?



What Mystical creature are you?
Pegasus



You are a shy, night time person and you are very gentle and soft hearted. You are like the opposite from your cousin the unicorn.


Which Final Fantasy Character Are You?
Final Fantasy 7


[Show/Hide] Can you read this?
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.


[Show/Hide] Personality things




Your answers suggest you are a Strategist

The four aspects that make up this personality type are:



Summary of Strategists

* Quiet, easy-going and intellectually curious
* Use logical, objective thinking to find original solutions to problems
* Think of themselves as bright, logical and individualistic
* May be impractical, forgetting practical issues, such as paying bills or doing the shopping

More about Strategists

Strategists are quiet people who like to get to the heart of tough problems on their own and come up with innovative solutions. They analyse situations with a sceptical eye and develop ways of measuring everything, including themselves.

Strategists are the group most likely to say they are unhappy in their job, according to a UK survey.

Strategists are generally easy-going. They are intellectually curious and enjoy abstract ideas. Sometimes they like thinking of a solution to a problem more than taking practical steps to solve it.

In situations where they can't use their talents, are unappreciated, or not taken seriously, Strategists may become negatively critical or sarcastic. Under extreme stress, Strategists could be prone to inappropriate, tearful or angry outbursts.

Strategists may be insensitive to the emotional needs of others or how their behaviour impacts the people around them.


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Kurtz
post Apr 20 2009, 09:13 PM
Post #19


Level 1
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Group: Member
Posts: 8
Type: Developer
RM Skill: Intermediate




Hm, for some reason I'm getting an error on line 1393 of the updated status script. It says "Script Custom Status Properties line 1393: NoMethodError occured. undefined method 'state_ranks' for game_Enemy:Class" whenever I try to cast anything that'll inflict Silence. x_x
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Trek
post Apr 21 2009, 06:35 AM
Post #20


Level 2
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Group: Member
Posts: 20
Type: Developer
RM Skill: Skilled




Hey, uhh... Yanfly... I'm getting a syntax error.... When I look at the script, it looks as though it's not completed.... The end code when I copy it from the website it is originally from looks like this:
CODE
#--------------------------------------------------------------------------
# HP/MP Degen/Regen
#--------------------------------------------------------------------------
def degen_regen(state)
if state.dr_hp? and not @hidden
dr_hp = 0
dr_hp += self.maxhp * state.hp_degen_per / 100 if state.hp_degen_per > 0
dr_hp -= self.maxhp * state.hp_regen_per / 100 if state.hp_regen_per > 0
dr_hp += state.hp_degen_set if state.hp_degen_set > 0
dr_hp -= state.hp_regen_set if state.hp_regen_set > 0
dr_hp = self.hp - 1 if dr_hp > self.hp
self.hp -= dr_hp
end
if state.dr_mp? and


Do you know why it ends like that? Please, let me know how to fix this problem so I can see what your script is like.. Thanks! biggrin.gif

This post has been edited by Trek: Apr 21 2009, 06:36 AM
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