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> Status effect that can only be done once in a while, Preventing OP status effect-spamming
sillypieman
post Jan 26 2013, 11:35 PM
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Hello friends, it's been a while smile.gif I haven't been active on the forums, but I'm still an active RPG Maker. Anyways....

I'm using Tankentai's ATB battle system and the Notetags Add-on by Mr. Bubble. I'm using the <atb damage: -25%> tag to make a State that interrupts casting of one enemy.

Here's the problem: I want to be able to use it during bosses, but the player can easily win any boss battle without ever being hurt if they keep spamming the interrupt. I've been trying for at least an hour to find a solution, but I'm stumped. I've tried stuff like making a 'Just Stunned' state that resists the Interrupt and lasts for 2 turns after the interrupt...but that doesn't work. I guess because there's no way to resist a state with another state. I've tried all kinds of combinations of 'State to Cancel' and 'Offset by Opposition' stuff, but still nothing.

I'd greatly appreciate any help. Thanks in advance smile.gif


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Shaddow
post Jan 27 2013, 01:41 PM
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This looks very similar to my monster transformation tutorial, using the states and such. I'll take a look and see if I can do anything. I'm not too familiar with that battle system, but I'll get a copy and see if I can find a solution for you. smile.gif

Edit: I'm tired so this took some time, but I was able to make this work using the standard battle system, I'm sure you can adjust what you need to make it work with that battle system.

First off, you set up the states just fine. Make sure the interrupt is offset by opp. and that the second state is set to non resistance.

Then create a skill that causes interrupt and also have it call a common event that turns on a switch. Finally set up your troop events to look like this.



Don't forget to set your second state to remove itself after a number of rounds so that it does not stay immune to interrupt.

I hope this explained it and that it works with the battle system you are using. smile.gif

Edit: Ignore the conditional branch, I put that there when I was testing with two monsters, but if you HAVE two monsters, you can set it up as such smile.gif


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sillypieman
post Feb 4 2013, 02:09 PM
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Thanks a lot Shaddow, I can't believe I didn't think of that. Silly me XD

I made it even easier on myself by putting your code into the common event itself. It works fine that way, and then I don't have to paste that page into every single Troop. I already have about 200 Troops, so that would have been obnoxious lol.

Thanks a lot buddy smile.gif


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Shaddow
post Feb 4 2013, 08:01 PM
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Glad I could help. Nice going making it even simpler. smile.gif


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