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Post by mercenaryx on Sept 20, 2007 7:39:48 GMT -5
how in rpgm2 would i make a paralasis effect where each time you try to attack or cast a spell theres a set probability that you will be stopped before you attack?
heres an example figure for u to work with: 50% of the time you would read "<name>'s attack failed due to paralysis"
how would i do this? i mean it incapasitates both melee/skill/magic so where would i list it in general game settings under? skill, condition, or magic, and how would i script it so it would work?
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Post by The Final Rune on Sept 20, 2007 10:03:37 GMT -5
[white]Assuming you are working within the default battle system (DBS), you can add status effects by creating new [indirect effects] found under Game > Indirect Effects. Unfortunately, I can't explain this in detail as the DBS is a bit hard to grasp without a strong understanding of the mechanics and the scripting. Dungeon Warden is our resident DBS know-it-all, hopefully he can spell it out. Best thing I can offer is to check all the scripts attached to a pre-made status effect and try to backwards engineer one of your own.[/white]
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Post by Dungeon Warden on Sept 20, 2007 10:32:37 GMT -5
Go to flow 2 of the paralysis indirect effect and for Turn Start create a script that randomly generates the 50% chance. If the Character is Paralyzed, add another indirect effect, similar to Numb, that only lasts 1 turn on the character.
Under Character End, put in the message "<name>'s attack failed due to paralysis" (this could be in either paralysis or the 1 turn numb indirect effect). This is so the message will appear during the character's turn rather then at the beginning of the round.
If you want to allow some actions and not others, Variable 60: Action: Action keeps track of that type of action the character is attempting (0: offensive, 1: defense, 2: Magic, 3: Skill, 4: item). This is a trait variable so you'll have to test if it works outside of traits.
As to getting this to work, your on your own. I've given you enough information to get started, but I can't be sure it will work as expected without testing. I'll leave that up to you.
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Post by mercenaryx on Sept 20, 2007 13:31:00 GMT -5
ty so much that really helped on that last post up there..... but what if i want paralysis to last longer than 1 turn but each time you choose your attack theres going to be a 50% chance it will fail until it wares off?
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Post by Dungeon Warden on Sept 20, 2007 16:44:25 GMT -5
I think you misunderstood what I said. The NUMB lasts one turn, the paralysis can last as long as you want. Numb causes the character affected to miss their turn for as long as it is active. Since you don't want paralysis to cause the character to miss every turn, you need to make this a status effect (like poison). However a status effect can't make the character loose a turn, so you need to use both indirect effects together in order for it to work.
Do you understand now?
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