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[VX] Elemental Efficiency/Zombie Idea/Question

ikos

Member

I have an idea to make a standard "zombie" status, where curative items and magicks do reverse numerical values. So, if  a potion heals for 200HP, a potion would deal 200HP to an actor inflicted with Zombie. Now this may be easier said than done, but I have an idea.

Would it be possible to mark all curative things with a "Cure" element and make Zombie status change an elemental efficiency to an F (negative 100% if I recall correctly. (I'm not on a PC with RMVX so I can't really test this theory.) Any feedback helps.

~Ikos out :thumb:
 
Well, the problem is that you can't set elemental efficiency with states.  You'd have to actually change the enemy, which could get very complicated with events.  Your best bet would be to request a script that changes efficiency of element [number] when state [number] is applied.  I think it would be easy to script, but I'm not sure.

(Whoa.  If you use (#) with brackets instead of parentheses, it does this:
[#]It creates a list [#]With square bullets [#]I did not know that
It looks like (#)text (#)text (#)text, then stops when you start a new line with "Enter".  Sorry for being random. :tongue:)
 
This may help:

A Little Script I use myself, now it is for "XP" and not "VX" but you could use it as a base to script something up for a "VX" version?

"Zombie Prevent Healing State"

Code:
#==========================================================================
# ** Zombie Prevent Healing State
#------------------------------------------------------------------------------
#  Unknown
#  Version 1.0
# 2008-04-27
# SDK : Version 2.0+, Part I
#
# When Player is inflicted with the "Zombie" state, and the player tries to
# heal them with an Item or Skill...  The Healing damages the character instead
# of healing them.  This works in reverse, because they are Undead.
#
#==========================================================================
#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log("Zombie Prevent Healing", "Unknown", 1.0, "2008-04-27")

#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1])

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?("Zombie Prevent Healing")
  
class Game_Battler
  
  #--------------------------------------------------------------------------
  # * Damage operation
  #--------------------------------------------------------------------------
  def damage_effect(battler, action)
    tmpzombie = false
    for i in self.states
      if $data_states[i].name == "Zombie"
        tmpzombie = true
      end
    end #for i in  
    
    if action == 2
      if tmpzombie == true
        self.hp -= self.recover_hp[battler]
      else
        self.hp += self.recover_hp[battler]
      end  
      
      self.sp += self.recover_sp[battler]
      if self.recover_sp[battler] != 0
        self.damage_sp[battler] = -self.recover_sp[battler]
      end
      self.recover_hp.delete(battler)
      self.recover_sp.delete(battler)
      
    else
      if self.damage[battler].class != String
        if tmpzombie == true
          self.hp = self.hp + self.damage[battler]
        else
          self.hp -= self.damage[battler]
        end  
      end
    end
   
    for i in self.state_p[battler]
      add_state(i)
    end
    for i in self.state_m[battler]
      remove_state(i)
    end
  end
  
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
 

ikos

Member

Guardian1239":10tk022q said:
Well, the problem is that you can't set elemental efficiency with states.  You'd have to actually change the enemy, which could get very complicated with events.  Your best bet would be to request a script that changes efficiency of element [number] when state [number] is applied.  I think it would be easy to script, but I'm not sure.

(Whoa.  If you use (#) with brackets instead of parentheses, it does this:
[#]It creates a list [#]With square bullets [#]I did not know that
It looks like (#)text (#)text (#)text, then stops when you start a new line with "Enter".  Sorry for being random. :tongue:)

Yeah, I caught that when I got home, imagine how distraught I was. (I actually thought I solved this >_>).
You can also use "[ x ]" (without the spaces) :p.
 

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