Stun, Regen, Poison, and Mute
Using OHRRPGCE, it is possible to create status effects, which are in almost every RPG. The ones that are available in the OHRRPGCE are Poison, Stun, Regen and Mute. They are easy to use and add more strategic elements to the game. Also note that all status effects do not continue after ending a battle.
Remember, the suggestions here are just suggestions. Mix around with status effects to create your own spiffy attacks!
Poison
This is very obvious, almost every RPG has some form of Poison. Though for the sake of the HOWTO, I'll explain it anyways. Poison is an attack that will slowly drain a stat from an enemy, most commonly HP.
Useage: To poison an enemy, go to the "Damage Settings" of the selected attack, and set the "Target Stat" to "Poison Register." This means that the damage done to this register, will be slowly repeated over and over until the enemy (or hero) dies. How often it is done depends on the hero's or enemy's speed stat: faster enemies take damage more often. If another attack is used that poisons the enemy, then the damage repeated will increase. Be careful of how you use poison, because it can pile up and cause large amounts of damage at a time.
Curing Poison: To cure Poison, you must use an attack. Here is a quote copied from, How do I make a poisoning or stunning attack? "Any damage done to the poison register will be repeated over and over again. To cure poison, make an attack that cures the poison register, or one that sets the poison register to 100% of it's maximum. This may be confusing to you. Setting the poisson register to 0% might seem more logical, but in fact that will make the target really really really severely poisoned."
Suggestions: When useing Poison, I recommend you set the "Damage Math" to pure damage, then the "Base Atk Stat" to 100. Then, go to "Extra Damage" and set the percent into the minus (by pressing left on the keyboard). Depending on the amount you put into the minus in the "Extra Damage" will be taken off from the 100, in "Base Atk Stat." So If you want the attack to take 20HP from the enemy each time, set the "Extra Damage" to -80%.
You can use the "Fail if Target is Poisoned" Bitset to the attack to stop the poison being inflicted to keep growing each time the enemy is hit.
Stun
Stun is somewhat like "Sleep" from Pokemon. Stun will freeze the ready bar where it is, stopping the target from attacking. This could also be considered a, Paralyze Attack, Sleep Attack, or Freeze Attack. Anything that stops the target from moving. Becareful how long stun will work and how frequently it will be used when being cast from an enemy. Getting hit by Stun repetivly when you only have a few heros and can turn a very battle boring.
Useage: Using Stun is just like using any status effecting attack. Set the Target Stat of an enemy to "Stun Register." When the target is hit with a Stun attack, the damage done to the enemy will be how many seconds (yes not ticks!) the target will wait before being able to attack again. Remember, like other status effects, Stun can pile up if used repetively. So be sure to not make the damage too high. Expect the brainless enemies to use the attack multiple times. Another way to stop the annoyingness, is to set the "Fail if target is Stunned" bitset on so that it won't repeat.
Suggestions: Like I mentioned in Poison, use the 100 Stat, and Pure Damage, to ensure that the same amount of controlled damage is sent every time. This time though, you can try using the "Do Not Randomize" Bitset so that it won't randomize.
Regen
Regen is short for Regenerate. This is one of the less obvious status effects. Regen, works the same way as poison, but it does the opposite thing. It cures the target repetively. This is usually used on allies, and often by heros. There is no symbol that goes in the ready bar for regen, so a caption box would do nicely to show the stuff.
Usage: You already know how to use status effects, this time, just set the Target Stat to, "Regen Register." Also, if someone is using Regen it's usually on a friend, so be sure to set the target as "Ally." During the battle, the damage done to this register will repeat ceaselessly. It's a pretty good deal, having some extra HP every so-and-so.
Cureing Regen: By curing Regen, I mean stopping regen. Regen is a good thing, and noone would want to stop it. A regen stopping attack would seem almost useless to an enemy, but I suppose you could give it to a hero that would stop enemies from regenerating. Stopping regen would be done the same way Poison is cured. When using this "Stop Regen" attack, set the target to enemy, because noone would want to use it on a friend.
Suggestions: Try to use Regen at low numbers. Having extra HP every now and then is a big boost. Any really high numbers, and it would make the hero or enemy become unstoppable. Since Regen is such a good thing, make MP for it high. Or better yet, make it an item, a rare item, the kind people save for boss battles.
Mute
(Need to Finish)
Status Ideas
Here are some multiple useages for statuses, if you have any you would like to share, than please add them, to this list.
Captions: It's good to add captions when using a status effecting attack. The user may not be entierly aware when a enemy attacks with a status attack. The user my get frustrated, and wonders why he's losing so much HP with poison, or why the ready bar is stuck when they are stunned.
Status Identifiers: Just so you know that your hero is Poisoned, Stunned, Muted, or Regenerating, there are symbols that will appear in the Health Bar, you can set these in "General Game Data."
Dosen't Work with certain Status Effect: If you want it, so that certain attacks don't work when YOU are inflicted with a certain status effect then try this...
Lets say, you don't want to be able to "SUPER ATTACK" when your poisoned. Make an attack called "SUPER ATTACK" but make it have no appearance or damage. Set the bitset, "Fail if Target is Poisoned" on, and set the "Target Class", to Self. Then make the real attack (Lets call it, "SUPER ATTACK CHAIN") with the Damage, Appearance, and everything else to the way you want. The go back to "SUPER ATTACK" and make it chain to "SUPER ATTACK CHAIN" and set the Chain Rate to 100%. Make sure you give the hero the "SUPER ATTACK" and not "SUPER ATTACK CHAIN."
Side Effects: You can make attacks have status effecting side effects. Just make your attack, chain to an attack, that inflicts a status effect. If you want, make the chain rate NOT 100% so that these extra effects are rare.
Other Perspectives
Here are other's advice for using status effects!
Raekuul: It's fun to toy with these!
Poison - Slowly saps the target stat. To do this, put your target stat as "Poison Register" on the attack menu.
Regen - Reverse of Poison. Short for Regenerative.
Stun - Stops the target from attacking until a time (determined by the *damage*) expires.
Stun and Regen work best with the "Do not display damage" bitset. Also, I'm not sure what a poison/regen one would do if the "Absorb damage" bitset is on... someone get back to me on that...
H-Bomb:
Poison and Stun -
Because Players can be re-poisoned, which heightens the amount of damage taken, I prefer to make individual attacks for Poison and stun, and chain them to another "real" attack, which will have this effect, and set the probability of chaining to 50% or less. Create a graphic by spelling "poison" or "stun" and making it flash different colors for effect if you want. The word will have to be reversed to appear correctly (due to the enemies facing the opposite way as the characters do). For attacker animation, select "null" and then link the poison or stun to the attack which you want to have this effect.
Regen -
Damage math: regen register = 99% of current Base ATK stat: Attack Base DEF Stat: default Target stat: Regen Register Extra Damage%: -1 Aim Math: Never Misses Extra Hits: 1 Delay Before Attack: 0
The Regen will be based on your attack stats, the extra damage bitset is backwards, -1% will regenerate small chunks of life at a time, as where -80% would generate hundreds of hitpoints at a time (depending on attack strength) You will obviously need to select cure instead of harm, and set the attack to target Ally, and link it to an attack, item, or spell.
Dr. Baconman:
Stopping Poison, Regen, or Stun "Pileups".
The normal thing that happens when you set Poison, Regen, or Stun to a specific number for damage is that the damage is added to the total every time. For example, a Poison attack that deals 20 points of damage each turn is inflicted upon you. The enemy repeats the same attack, adding 20 more points of damage, so you take 40 damage because the attack was repeated. If that were to happen over, say, 10 turns, the damage would pile up to a whopping 240 points each turn.
To stop this from happening, be sure to set the Damage to a Percent of the striker's Atk or Mag, or a Percent of the target's HP. Since percents aren't added together in the CUSTOM program, you won't have to worry about Poison, Stun, or Regen being repeated to outrageous numbers.
See Also: