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Issue about status. 03

Well... I apologize if this has already being posted but i searched and didn't find nothing like my doubt.

So, in RMXP when an item adds a status when used, it has a "chance" to be applied, it does not always affects the player, some time you need to use many items until the effect really works.
For my game i'd like to disable this, like, if an item or ability casts a status it always affects the target. BUT not ignoring elemental immunity or status immunity, like, if i CAN get the status, i'll always get it. Got it?

Can this be done?
thx...<
 

Jason

Awesome Bro

Haven't even opened the editor, but couldn't you change the Hit Rate % to 100 on each state ? I've never used states so I don't have a clue, but at a guess I'd say try that o.O
 
Well...
The help text says that that "Hit %" is to see what status will be in front of the other in displays...
But i guess that might be wrong, because i use the Brazillian version and the help texts are always a bit messed up, i'll try that, thx.

UPDATE

Tried that and it doesnt work, that might be what the help text says after all.
I changed it to the maximum level and i still needed to drink 4 Elven Teas to have my 15% Intelligence x.x
 

Jason

Awesome Bro

Hmm well that was just a guess anyways, since as said, I don't use states so I honestly don't have a clue, so you'll have to wait for someone who knows what they're doing to come and take a look.

Sorry.
 
The "Rating" controls if/which state gets displayed.
The "Hit Rate" is how much the state changes your hit rate when it's active.

The Non-Resistance check-box means the state always succeeds in getting set, but does not take into account status immunity (State Efficiency in the Class tab).

If you set the item's Hit Rate to 100, PDEF_F & MDEF_F to 0, and the Veriance (sic) to 0, the item will succeed every time. If you want the item effects to have a chance to fail, but the state to always succeed, it'll require some scripting.

We could easily edit the script to store the 'target_id' in a variable when an item is used, so you could manually apply the state using a common event. ??

Just a thought
 

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