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How to make Items: with Negative Effects

Started by Sashikinaroji, December 18, 2009, 08:48:44 PM

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Sashikinaroji

Is there a way to do this?

The setting is that I want to have items, alchohols, that cause a new status called "drunk", which reduces accuracy, raises attack, and decreases magic while draining MP.

Basically, I wanted the alchohols to be usable by anyone, but only be used on one ally at a time. If that isn't possible (or feasible) I will settle for one "drunken Kung Fu" master...

Any suggestions?
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

Nessiah

QuoteBasically, I wanted the alchohols to be usable by anyone, but only be used on one ally at a time. If that isn't possible (or feasible) I will settle for one "drunken Kung Fu" master...

Can you rephrase this? Like if one person already used the item, nobody can use it until x turns or something?


DarkGamer

make the alchool a common event, and then on the respective common event, make what you want it to do when you use it. you will need to make a timer to keep reducing the hero's MP, and you will need to use specific skills on it that raises accuracy, and strenght. that should be easy...
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Sashikinaroji

Sorry, I didn't realize how unclear I was...

I wanted the item, henceforth called "booze" to cause the status ailment, henceforth called "drunk".

I wanted booze to be used on a person, and they become drunk. I thought of how to code it, but only came up with a way to make the whole party drunk, rather than the person who drank the booze.

Therein lies the problem...

I need to find a way to make booze affect only one person at a time, that is, only affect the person that it is used on. I know full well that it is possible to make everyone drunk, but do not quite know how to make the effect apply to only the person booze was used on.

Basically, now that i think about it, I think what I truely needed was a code that lets me pick and choose what happens based on who the item was used on...
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

ssbbfan4

I think there is a drop down menu that specifies in the item tab what target the item will hit. one of the options is "single ally" i think. Hope that helps!

Sashikinaroji

Yes there, is, but that isn't the problem...

The problem is in the common event.

The common event will need variables to make it work correctly, but I know not how to make them work.

you see, the older engines (2000 and 2k3) don't allow a negative effect to be applied to medicine (at least, as far as I can tell) and that means that the Status Ailment "Drunk" must be a common event.

I want the common event to affect only the person booze was used on, rather than taking the easy way out and making the booze turn everyone drunk.

See what I mean?
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

ssbbfan4


djunlogical

there is one way, it's a little tedious but basically you choose to "use" the boose and you let it be used for the entire party, however in the common event you use the input button command and ask them to specify the user there? of course this can then be made more advanced with switches for when you unlock the characters etc. but I think I understand what you mean, this is just the only solution I can think of, hope it helps

Sashikinaroji

People don't seem to realize...

I want this item, Booze, to be used on one person.

One person will get the positive effects, one person will get the negative effects. The end.

I don't want everyone to get the positive effects.

I don't want everyone to get the negative effects.

I want one person to get both the positive and negative effects based on who the item was used on.
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

Sirius

It's a little rigid, but you can set your skill to raise your attack, and also inflict a condition that halves your defense & drains MP.

I say rigid because all you can do with conditions is double/half your stats. I know it isn't exactly what you want, but it's a start.

I do know that there's a way you can do exactly what you want with switches/variables, but it's late here and I'm completely unable to focus. If you don't figure it out, I'll take another stab at it.