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What States Do You Use In Your Games?

Lore

Resident Dragon
The title is pretty self-explanatory, but yeah, what States do you guys like to use in your games, outside of the default few that come in RPG Maker MV?
 

hbn

Towns Guard
Xy$
0.00
Default lot. Three extra ones designed for use by enemies, two which affects max HP and max MP of actors during battle, one that basically just adds all negative states in an easy big state. A combination of the rage and confusion into a more powerful variant. Paralysis added. I aim on adding petrification when I get the plugin to allow other states to be treat as death. Three protection ones, two regen based ones, one that activates on revive only, and an instant death state designed so a skill uses that and I can have state protection against it rather than against the knockout one, just so it doesn't make characters invincible.
 

Jiriki9

Towns Guard
Xy$
0.00
A lot. Not sure I'll be able to use them all, though^^ Freeze and Burn, Disease and different Poison strengths. In my current project I also experiment with a lot of different skill-type forbidding states. for example, I have skills that are magic and special, but also melee, ranged, commands, prayers, songs, shouts and more. "Silence" forbids magic spells, but also commands, prayers, songs and shouts...just as example. "doubt" on the other hands prevents prayers and "shame" forbids commands.
 

Isaac The Red

Towns Guard
I like a variety of different states. The basics are all fine as well, but sometimes states that fluctuate the costs of actions, or the rate of recovery or the like. I like there to be plenty of customization and choice in a game, so at the same time, there needs to be plenty of different ways to approach combat, especially in a traditional jRPG style game. The tricky part is keeping a balance in things and making it so that there is no "one best way" to approach enemies. [Aside from elemental or type based weaknesses which of course will give an advantage if exploited.] Conditional states are a thing I'm playing with right now as well, mostly these are states for enemies, kind of drawing on some ideas from the Megaman X series, where using certain weapons against certain bosses would provide a benefit, even if that weapon wasn't the bosses weakness. Such as using Boomer Kuwanger's weapon to cut off launch octopus' tentacles, or flame mammoths trunk.
 

Lord Zezrel

Villager
Xy$
0.00
Well for the idea i have im using states related to Psy powers

Psylocked is one where the user can use any of their powers for a few turns with out increased strain which is basically a bleed or poison

another is Shock, contrary to the word its a different alternative to death where instead of being out till they are revived they are unconscious till the battle ends and walking a decent amount of steps, they can still be revived mid fight tho
 

Juneberry

Global Moderator
Xy$
0.22
I currently only have the basic ones, but I plan to add more as I go in my main MV project at this point: I plan to add burn, but since to me right now it's kind of similar to poison, I'm waiting on it (might just go for it, though). Paralyzed is useful to me so far, as is blind and such. I'm thinking of adding a 'Stuck' state where it's kind of like paralyzed, only it mostly just affects speed- and only slightly hit rate. Basically, a debuff state of sorts. Having some buff and debuff states might make things more realistic (or at least interesting). One I tend to really like in games is Rage/Confusion, which tends to be fun because it adds a spice to the game. But...That might be more difficult for me to implement at this stage. If I do, I have a feeling one character will basically always be confused, to a degree- because I want to emphasize lack of sense of direction via a state.
 

Isaac The Red

Towns Guard
I mean states that affect other actions, uhm the way I am looking at using it would be an enemy, say a machine of some sort, has a default conditional state that if it gets atacked with a lightning based attack reguardless if the attack would apply a state on its own, the enemy would have a chance of becoming stunned. things like that. States that kind of function like conditional logic branches. o_o
 
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