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RMXP [Resolved] State Defense Script
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Feb 05, 2010, 03:10pm
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DerVVulfman
Resident Werewolf
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Posts: 1,219
Joined: May 2009
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RE: State Defense Script
I hate answering technical posts at work. I don't have RMXP up and I'm just basing my answers on memory alone.
So rather than setting your character to have a default high-resistance to poison, you are hoping to have a system that has two states counteract one another. If... you can change the character's resistance to poison rather than use a second state, that may be better.
Up is down, left is right and sideways is straight ahead.
- Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Personal standpoint...
"I believe in giving people options, not 'forcing' only one script or system upon everyone. Adaption is key, not specialization. Overspecialize, and you breed in weakness."
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Feb 05, 2010, 03:42pm
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RE: State Defense Script
Couldn't you just set the 'Poison Immunity' state to remove poison?
While I was mucking around with state handling, I think I remember seeing a check that prevents states from being added if the actor already had a state that removes it.
Of course, it would remove poison as well as prevent it, but it wouldn't require changing any code. Probably.
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Feb 06, 2010, 10:01pm
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fgsfds
Rule 1&2! >:(
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Posts: 98
Joined: Nov 2009
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RE: State Defense Script
In a lazy way, I use multi slot script, then use a equipment that is considered a personal to a character i.e. cannot be removed, after that, around certain level or if a character has a passive, you can do a parallel check and it will add elemental check to it, but I dunno, that's how I'd work my way around it, you can try this script. However, you can probably make it null, but there's other ways, and there's always multiple solution around certain things on RPG Makers.
Quote:=begin
#=============================================================================
# Absorb, Null, and Weak Armors
#=============================================================================
# Bearcat
# Version 1.01
# 8.16.07
#=============================================================================
This script allows you to make armors and states that absorb, nullify, or
make the wearer weak to elemental damage. To set up an an armor or state,
put the armor id and the element id in the appropriate hash in Absorb_Setup.
There is no need to modify anything other than the hashes in Absorb_Setup.
Free use, modification, and distribution permitted (commercial projects
included) so long as credit is given to me, Bearcat.
==============================================================================
=end
module Absorb_Setup
#--------------------------------------------------------------------------
# * Absorb Armors
# syntax armor_id => [element1, element2...]
#--------------------------------------------------------------------------
Absorb_Armors = {
33 => [1]
}
#--------------------------------------------------------------------------
# * Null Armors
# syntax armor_id => [element1, element2...]
#--------------------------------------------------------------------------
Null_Armors = {
33 => [2]
}
#--------------------------------------------------------------------------
# * Weak Armors
# syntax armor_id => [element1, element2...]
#--------------------------------------------------------------------------
Weak_Armors = {
33 => [3]
}
#--------------------------------------------------------------------------
# * Absorb States
# syntax state_id => [element1, element2...]
#--------------------------------------------------------------------------
Absorb_States = {
17 => [1]
}
#--------------------------------------------------------------------------
# * Null States
# syntax state_id => [element1, element2...]
#--------------------------------------------------------------------------
Null_States = {
17 => [2]
}
#--------------------------------------------------------------------------
# * Weak States
# syntax state_id => [element1, element2...]
#--------------------------------------------------------------------------
Weak_States = {
17 => [3]
}
#--------------------------------------------------------------------------
# * Defaults DO NOT CHANGE
#--------------------------------------------------------------------------
Absorb_Armors.default = []
Null_Armors.default = []
Weak_Armors.default = []
Absorb_States.default = []
Null_States.default = []
Weak_States.default = []
end
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Feb 09, 2010, 06:55am
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RE: State Defense Script
Better yet, check this one out and tell me if it works for ya... I found it on the ol' test bed, and I don't recall ever posting it but there ya go!
The setup is explained in the FAQ, but I'll make an example just incase...
Example setup I've commented this to show you just as an example, and I'm going to term it according to an untouched default database.
Code:
Actor = {
1 => { # Aluxes
3 => 50, # Is resistant to Venom by 50%
4 => 75 # Is resistant to Mute by 75%
},
2 => { # Basil
5 => 25 # Is resistant to Confuse by 25%
}
}
Unfortunately, this is actor/enemy based, not class based, but it should help. Let me know if you have any questions or issues.
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