Added State Effects Version: 0.1a Author: Logan Forrests Date: 24 April 2011
Version History
<Version 0.1a> 04.24.2011 - Due to request added 1 more state earlier than planned: Trouble <Version 0.1> 04.05.2011 - Original Release Description
Whilst I know there are scripts out there that add some extra state options (like a proper Regen/Degen state) this script aims to provide a pretty exhaustive supply of state effects many of which can be found in a lot of RPGs and some which may or may not be a bit more original or seem fairly obvious when I take a nosy through the script database.
This first release sees a selection of 12 useful states (7 positive, 5 negative) that can be set up fairly easily. Some states have some additional options that can be set to true or false to change the way they affect specific actions or states. More information can be found in the relevant scripts.
There are two scripts that are needed: Added State Effects and Added State Effects Options. The reason for splitting them up
is simply that combined they are already quite large, and once all intended features are added it will be even larger. By seperating the scripts into two - one that provides the core functionality and one that provides the customisability - seemed to make good sense at the time.
To reduce the size of both, a 3rd (but unnecessary) file is also provided that explains in greater detail how each state functions and, where applicable, how it can be customized further.
Also part of the Added State Effects scripts :
Charm/Manipulation State Recommended that you also download the Update Action Order script of mine to fully maximise the potential of states such as Quicken and Delay as these will not normally take effect until the next turn. The Update Action Order script will ensure that these states take effect immediately.
The script can be downloaded from this thread:
http://rmrk.net/index.php/topic,42361.0.html Features
A list of the current state effects provided:
Barrier - Reduces physical damage by a specified percentage. This includes skills/items that have an atk_f modifier or have their Physical Attack option flagged.MBarrier - Reduces magical damage by a specified percentage. This includes skills/items that have an spi_f modifier.Phalanx - Reduces all damage types by a specified amount.Damage Wall - Mitigates a certain amount of damage taken by the battler.Invincible - Reduces all physical damage to 0. Can be set to also include magical damageLife Guard - Attacks which deal damage equal to or greater than the target's current HP value is nullified (made 0)Quicken - Makes the afflicted battler take the first turn during that battle roundDelay - Makes the afflicted battler take the last turn during that battler roundMini - Makes all damage dealt by the afflicted battler do 1 damage at the mostExposed - Afflicted battlers take a higher % of damage than normal. The % value can be specifiedDoom - When the state would naturally wear off, the afflicted battler is instantly KO'dNEW Trouble - Physical damage taken by an ally is shared amongst other party members.Planned Future Versions
I swapped the Planned Future Versions section around with the Description and Features, since it seems to make a bit more sense that way.
Once all intended state effects are featured in the script Version 1.0 will be complete. This section will be used to show the next set of State Effects being worked on. I would put all 50 or so, but if I change my mind when to do certain things it wouldn't be correct.
In the next version - 0.2 (Names to be finalised, I just use these so I remember what they do)
More negative state effects this time than positive.
Blink - Absorb a number of attacks; number of absorbs can be set/variedForce Critical - Guarantees next normal attack(s) to deal critical damagePrevent Critical - Prevents normal attack(s) dealing critical damageMP Wall - Damage to HP is directed to MP; how much HP per MP can be set/variedExtend - Buffs/Debuffs last twice as long as normalParalyze - Has a chance of interrupting battler's turn meaning they will not act that roundAmnesia - Opposite to Silence; attacks with an ATK_F mod or Physical Attack cannot be usedHeated - KO battler if they take a turn whilst state is active (other than Guard)Freeze - KO battler if they take any damage whilst state is activeAlso to be implemented in the future:
Option to create formulae that determine the values that can be specified for certain states. For example, a formula that allows Phalanx to reduce damage by an amount that increases as the actor levels up or as his SPI increases. Change the way in which certain message are displayed, particularly with damage which does 0. Provide additional means of allowing users to specify the kinds of messages used in battles with regards to the states this script provides. Instructions
Instructions are in the scripts and files that are attached to this post.
Script
You can find the 2 scripts and the additional .txt file attached to this post.
Credit
Thanks
All those RPG games that provide the inspiriation for the status effects, especially Final Fantasy XI Online which has an abundance of status effects of varying uses and functions. Requesters: jameswhite89 I will list those who made scripts that add certain state effects if/when they find their way into this script.
Support
Any issues with the script can be addressed in this thread or via a PM to myself. More info on Support can be found in the Added State Effects script.
Known Compatibility Issues
Probably have a few issues with ATB systems with certain states - particularly Quicken, Delay, Doom and Trouble.
Please report any compatibility issues if you find any.
Currently Patched:
Tankentai SBS 3.4d + ATB 1.2c - Patch v1.0: Fixes the ArgumentError in Scene_Battle method 'turn_end'.
Demo
A full demo may be made when Version 1.0 is finalized.
Author's Notes
Spoiler for :
Let me clear this potential issue up: I don't intend to take credit where I know I shouldn't. As I made note of earlier in the post, I know that scripts exist that add a little more functionality to the (lack of) available State options in VX. The purpose of this script is simply to provide an extensive list of functions without having to add potentially dozens of smaller scripts that add 1 or 2 specific options. But unless I specifically make use of another's script and the way in which they scripted the state to work, they won't/may not receive credit immediately. Where it is believe that specific credit is due, please feel free to discuss it with me. There are instances where I have simply had the same idea of implementation as someone else. A good example of this is the Doom state. In this script, it works by waiting for the state to naturally wear before it KOs the battler. This is the same method that Yanfly uses (as I just now learnt) in his Battle Engine Melody version of Doom. But as I haven't taken any inspiration or direction from the BEM scripts, there is no due credit to be made. We just simply shared the same ideas in how to implement the state. This is likely to be the same with many of the states that are added to this script. I happen to have played a great number of RPGs and other games fromw which I seek some inspiration, as well as just coming up with others randomly based on the available stats provided by VX. Hopefully, this makes sense. I don't mean to offend anyone if they believe they should be creditted for a state that I implemented out of my own thoughts and methods, but there are times where I don't feel it is due. --- I currently have a list of about 50 states that I intend to implement, with many more being added whenever I sit down to think about it. Version 1.0 will be the version in which all intended states are available. This may take a long time, or may never truly come. If you do make use of this version, please come back to check for updates regularly.
Restrictions
For now, it's probably not going to get much use as it is very incomplete. But the simple, give credit and don't make any money from it restrictions are sufficient. And if this does find its way elsewhere on the internet, please leave a link back to here (rmrk.net). This is the only place where the scripts will be up to date.