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Author Topic: Stone status?!  (Read 2923 times)

Offline crunkman2000

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Stone status?!
« on: May 27, 2007, 01:40:09 AM »
Is there any way to implement a "Stone"/"Petrify" status ala Final Fantasy, where the affected can't be targeted and/or game ends if entire party is inflicted with it, in an RM2K3 project?
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Offline Archem

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« Reply #1 on: May 27, 2007, 02:24:31 AM »
I bet there is.
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Offline Dragoon de Sol

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« Reply #2 on: May 27, 2007, 03:12:56 AM »
No, but here's what you can do.


Set the Action restriction to No Actions Allowed.

Choose the animation to be the stone status

Set te chance of recovery per turn to 0

and choose Evade All Attacks in Additonal effects.

Even if targetted, they take no damage, and with the recovery chance at 0, if everyone is afflicted, it's Game Over.
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Offline Archem

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« Reply #3 on: May 27, 2007, 04:18:26 AM »
See that? There's your answer right there.
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Offline game_maniac

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« Reply #4 on: May 27, 2007, 11:05:45 AM »
Quote
Originally posted by Dragoon de Sol
No, but here's what you can do.


Set the Action restriction to No Actions Allowed.

Choose the animation to be the stone status

Set te chance of recovery per turn to 0

and choose Evade All Attacks in Additonal effects.

Even if targetted, they take no damage, and with the recovery chance at 0, if everyone is afflicted, it's Game Over.


Wow, and it can't get any simpler than that. Never bothered thinking how I could make one of these status, I just assumed it was obvious and apparently it is.
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Offline crunkman2000

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« Reply #5 on: May 27, 2007, 06:31:13 PM »
Wow, I feel stupid.

Thanks for the help!
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Offline elementalhero76

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« Reply #6 on: May 29, 2007, 11:43:44 AM »
Yes exactly how I have it too. You just need a stone status animation for your battlers now.
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Offline Dragoon de Sol

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« Reply #7 on: May 29, 2007, 02:28:06 PM »
You all flatter me ^.^
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Offline Ezatoa

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« Reply #8 on: June 28, 2007, 02:36:22 PM »
ehm, If i'm not mistaken there ALREADY IS such a condition
it's called Paralyze, just replace that by Petrify, tick the Evade All Attacks box and make sure you use the right animation
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Offline Daetyrnis

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« Reply #9 on: June 28, 2007, 05:37:35 PM »
You know, Evade all Attacks only evades attacks.  Magic still hits them.
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Offline runeforger

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answer to this as well
« Reply #10 on: July 13, 2007, 03:05:06 PM »
Quote
Originally posted by Daetyrnis
You know, Evade all Attacks only evades attacks.  Magic still hits them.
another simple answer, have the monster that can petrify not be able to use magic. but, of course, it now cant petrify, so make a "skill" that can petrify (when adding attacks to monsters, you get the choice of magic or skill) this way, it will petrify, and magic wont hurt, but other monsters after battle will be able to hurt, so its best to make it so that petrify wears of at the end of the battle. but this is a plausible solution.
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Offline A Forgotten Legend

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« Reply #11 on: July 13, 2007, 06:32:37 PM »
kick runeforger.
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Offline Daetyrnis

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« Reply #12 on: July 13, 2007, 08:07:16 PM »
Even though that was a kick, I'm going to add.

For one, there is no difference between magic and skills, so just ignore Runeforger.

The only way around this is to make two classes for each character, one that's is completely normal, and one just like it, but with 100% resistance to all attributes used by magic / skills (or make an attribute you'll add to every magic / skill, and set 100% resist to that).

Then, in battle, you'll need to check for each character if they have the "Petrify" status.  If they do, set their class to the magic-resisting one.  If not, set it to their normal class.

If I recall correctly, changing class removes all of the character's equipment.  So, just before changing classes, assign some variables with the the character's equipment IDs, and reequip them according to those variables.

This process is also needed for other situations where the character avoids ALL damage, such as a "Jump" command.
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Offline crunkman2000

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« Reply #13 on: July 13, 2007, 08:30:20 PM »
Thanks for all the help, esp. Daetyrnis. Now to figure out if there's a way to make the status set in after a set number of turns after the skill that causes it hits...
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