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Status Effects...
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RedMaverickZero
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PostPosted: Sat Aug 02, 2003 2:57 am    Post subject: Status Effects... Reply with quote

Throughout the three years I have used this OHR engine I have never known how to make status effects, could someone be so kind as to tell me how to make them, and which ones that are able to make!!!
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Eggie




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PostPosted: Sat Aug 02, 2003 5:55 am    Post subject: Reply with quote

Now I'm not too sure about this but...

There are 3 Status Effects:
Poison (deals continuous damage to a stat)
Regen (regenerates one stat over time)
Stun (stuns the ATB)

To use them, set the damage counter to whatever status effect you want. The greater the damage the more the poison will take, the regen will rejuvenate, or the stun will take longer.
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Blazes Battles Inc.
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PostPosted: Sat Aug 02, 2003 11:35 am    Post subject: Reply with quote

You can also do stuff like weaken or haste or slow or anything else by using commands that target a stat such as Speed or Strength and then set it to 50% of the Maximum or 200% of the Maximum. You can also use 'of the Current' but that's cumulative, so you could eventually reduce a stat to one or two...

The only problem is that those do NOT wear off. They'll go away after battle, but the only way to fix them in battle is another spell or item. Don't bother chaining the attack to another attack that cures it so it actually wears off; it forces the caster to remain turnless and still for as long as it takes while the target only gets a slight hinderance.
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MultiColoredWizard
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PostPosted: Sat Aug 02, 2003 12:17 pm    Post subject: Reply with quote

Everyone forgets about Scan.
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Setu_Firestorm
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PostPosted: Sat Aug 02, 2003 7:16 pm    Post subject: Reply with quote

I dunno, MCW! I've tried a Scan move before, and I could never get it to work! I hope it'll work in this new update.
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Fenrir-Lunaris
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PostPosted: Sat Aug 02, 2003 9:06 pm    Post subject: Reply with quote

Create a spell that's set to target an enemy, no spread.

Set it's damage to 100% of current HP

In the spell bitsets, set it to show damage without inflicting.

I believe that's all. If you're going to have enemies who are immune to Scan, simply set up a "Boss" enemy type bitset and make your Scan spell fail against that type.
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Setu_Firestorm
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PostPosted: Sat Aug 02, 2003 9:16 pm    Post subject: Reply with quote

I did just that, Fernir, and it would always display 0.
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Fenrir-Lunaris
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PostPosted: Sat Aug 02, 2003 9:24 pm    Post subject: Reply with quote

Screw it, I'll list all known ways to create status effects.


(Haste) Target Hero non-spread, target stat Speed, Damage % bonus 100, Damage = 200% of maximum Speed, Cure instead of harm, reset target stat to max before damage, and allow cure to exceed maximum.

(Slow) Target Enemy non-spread, target stat Speed, Damage % bonus -50, Damage = 50% of maximum Speed, reset target stat to max before damage.

(Stop/Sleep) Target Enemy non-spread, target stat stun bitset, attack damage = 100.

(Protect) Target Hero non-spread, target stat Defence, Damage % bonus 100, Damage = 200% of maximum Defence, Cure instead of harm, reset target stat to max before damage, and allow cure to exceed maximum.

(Shell) Target Hero non-spread, target stat Magic Defence, Damage % bonus 100, Damage = 200% of maximum Magic Defence, Cure instead of harm, reset target stat to max before damage, and allow cure to exceed maximum.

(Meltdown) Target Enemy non-spread, target stat Defence, Damage % Bonus = -100, Damage = 0% of Maximum Defence, reset target stat to max before damage.

(Silence) Target Enemy non-spread, target stat Magic, Damage % Bonus = -100, Damage = 0% of Maximum Magic, reset target stat to max before hit.

(Blind) Target Enemy non-spread, target stat Accuracy, Damage % Bonus = -50, Damage = 50% of Maximum Accuracy, reset target stat to max before hit.

(Weak/Weapon Break) Target Enemy non-spread, target stat Strength, Damage % Bonus = -50, Damage = 50% of Maximum Strength, reset target stat to max before hit.

(Esuna) Target Hero non-spread, target stat Posion Counter, Damage = 100% of Maximum, cure instead of harm, reset target stat to max before hit.
(Chain that to The following...)
Esuna-Blind, Esuna-Silence, Esuna-Weakness, Esuna-Meltdown, Esuna-Sleep....etc.


These are more or less the ways the status effects in FFH and TSSE are set up. Status effect spells should also have a "Status Damage" elemental bitset for them, so that you can create a "Ribbon" type accesory for defence against them. A "Death" spell is set up with the "Death" elemental bitset, and can be protected against with equipment in the same way. You should also create spells like the Esuna example given that remove a particular status effect, like Poison/Antidote, Blind/Lamp, Sleep/Awake, etc., then have potions, antidotes, etc remove these effects in battle.
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Setu_Firestorm
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PostPosted: Sat Aug 02, 2003 9:29 pm    Post subject: Reply with quote

*saves this thread on diskette to take home for reference*
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Fenrir-Lunaris
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PostPosted: Sat Aug 02, 2003 9:49 pm    Post subject: Reply with quote

I don't dick around too much with Regen. It's damage should be set to target the regen stat, but only do about 10% of the actual caster's magic stat, so it doesn't start regening hundreds of damage every 6 seconds.

As for a weapon with poison, I've figured out a SANER way to do it for TSSE, which most people are going to copy as well. Simply have a weapon which does a normal attack. Whatever extra effects you want are fine. THEN, chain it to a 10% cumulative poison damage attack, where the damage done to the poison counter is 10% of the damage of the previous attack, and directed against the previous target. So 100 damage with the weapon attack, adds 10 damage a turn in poison. You can also chain Bio, Virus, and other such attacks into this one, so that the actual strike is always powerful, while the poison is much less deadly.

Spells such as Drain, Osmose, Psych, and Rasp are simply done with varying combinations of the "absorb damage" bitset, and by the use of target stat "MP".

Harm, Turn Undead spells require that an enemy type bitset be set to undead, and that Harm type spell do extra damage to the undead, while failing at everything else. It's important to note that if you do this, remember to keep your Undead purely undead, and not chalk on extra enemy tpe bitsets onto an enemy, such as a flying Undead, otherwise the spell will fail against them.

A quake spell should miss enemies with a "flying" enemy type bitset, wheras Aero/Tornado should damage them more.
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Fenrir-Lunaris
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PostPosted: Sat Aug 02, 2003 10:11 pm    Post subject: Reply with quote

As for the bitsets, I've found that there are several types which work particularily well, and can easily decrease the setup time for your spells/attacks/and enemy types.

As for actual Elementals....

Fire, Ice, and Lightning are the basic ones you start with already in the editor. Keep these. DROP QUAKE. The effects of quake are highly overestimated, and you can create the same effects very easily with Enemy type bitsets. Replace quake with "Death", for use with instant kill spells, and also so you can create items to protect against them. The 5th slot should be called "Status", and spells such as Poison, Blind, Silence, Etc., should have this elemental bitset. "Time", the 6th bitset, is used for Slow, Stop, Demi, and X-Zone type spells, for the simple fact that they can be likewise absorbed or negated like the death and status bitset spells. The next spell type can be called "Healing", and is given to Life, Cure, and MP restorative spells. Equipping Items that are weak to (absorb maybe?) should double the effectiveness of being hit with a "Healing" type spell. So if you're weak to healing spells, potions are double effective, so you can create an item that gives you the "chemist" type effect if needed.
The last spell slot should be reserved for any "ultimate" attack, likely Ultima or whatever. Every enemy, including the last boss should be weak against this spell type, if not, then take normal damage from it, and NOBODY should be able to absorb it.

This leaves you with Fire, Ice, Lightning, Death, Status, Time, Healing, and Ultima.

As for enemy bitsets, the following are fairly effective.

Undead is classic. And enemy with Undead should have no other enemy typesets, if only so that Harm spells are always effective against them.

Flying creatures should be completely immune to a certain "Ground type" attack, that actually doesn't have an elemental bitset whatsoever, and take double damage from the opposite. By having ONE enemy typeset, you can get two different "fake" elemental spells. This is why you create the flying bitset, and ignore the actual elemental spells. Granted, you'll never be able to absorb Quake or Wind attacks, but that's what you give up in exchange for being able to defend against status effects and death.

Likewise with Flying creatures, a "Burrowing" enemy typeset could be created for foes like Worms, Bulettes, and other suterranean creatures. It's weakness is to Quake, but is immune to wind. Simple, huh?

Machine creatures Should be weak against the "fake" elemental spell of water. Likewise Aquatic enemies whould be strong against this fake elemental.

Human type creatures can be used if you'd like to create weapons like a "man-eater". Likewise you can create Mage-type enemies that Mage-Masher weapons are effective against. Niether is really needed, but both can flesh out your game.

Shielded foes are those whom your weapons are more or less useless against. A weapon attack should fail against these, relying on you to use magic to hit them. Shielded type enemies could also be called "distance" enemies, whichever you prefer.

The last slot is reserved for "Beast", which is any enemy that doesn't immediately fall into any other category. or you could call this "Boss", and reserve it for any enemy which is immune to any status affecting spell. The choice is yours.

So Undead, Flying, Burrowing, Machine, Distance, Human, Beast, and Boss work well.


Fake elementals, as I've hinted to earlier are spells that play upon the actual enemy type bitsets, rather than any elemental weakness. Under this system, Quake, Water, Aero, and Harm are excellent examples. I would encourage you to be creative and think of as many different ways to [s]abuse[/s] make use of this system as you could.
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Iblis
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PostPosted: Sat Aug 02, 2003 10:16 pm    Post subject: Reply with quote

Quote:
Granted, you'll never be able to absorb Quake or Wind attacks, but that's what you give up in exchange for being able to defend against status effects and death.


Maybe James could add a "absorbed by X enemy type" attack bitset.
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RedMaverickZero
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PostPosted: Sat Aug 02, 2003 11:27 pm    Post subject: Reply with quote

Whoa! I had no idea there were so many different status effects! In my next game these will definitely be a huge help and an improvement to make it that much better! Thanks Fenrir!
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Xerian
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PostPosted: Sun Aug 03, 2003 11:18 pm    Post subject: Reply with quote

"Create a spell that's set to target an enemy, no spread.

Set it's damage to 100% of current HP

In the spell bitsets, set it to show damage without inflicting.

I believe that's all. If you're going to have enemies who are immune to Scan, simply set up a "Boss" enemy type bitset and make your Scan spell fail against that type."


No, I think a mistake has been made up there on the second line. It should be set to 0%
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Iblis
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PostPosted: Sun Aug 03, 2003 11:25 pm    Post subject: Reply with quote

If it was set to 0, it would always show 0 hp. When set to 100%, it shows how much hp the enemy has, and the show damage without inflicting bitset stops it from killing the enemy.
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