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State Spectrum, 2 Skills

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: State Spectrum, 2 Skills
  • Original author: Mechasolaris
  • Original date: December 1, 2017
  • Source thread: https://forums.rpgmakerweb.com/threads/state-spectrum-2-skills.87927/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

I'm attempting to create 2 skills where when used on the enemy troop, moves them up or down a state on a state spectrum, relative to what kind of state they already have. I'll try to be as clear as possible with what I mean. Skill 1 would shift the troop up into a defensive state while Skill 2 does the opposite, shifting them down into an offensive state. Context

Archived First Post

I'm attempting to create 2 skills where when used on the enemy troop, moves them up or down a state on a state spectrum, relative to what kind of state they already have.
I'll try to be as clear as possible with what I mean.

Skill 1 would shift the troop up into a defensive state while Skill 2 does the opposite, shifting them down into an offensive state.

Context
Over the span of the game, the player must avoid letting a weak actor get knocked out at all costs. Fortunately they are very rude and constantly throw some banter at the enemy.
Skill 1 is where they Mock the enemy troop and Skill 2 is where they Insult them.

Purpose
The intention of these skills is to raise and drop the attack and or defense of the opponent either to minimize damage taken to the actor or to aid the stronger actors in dealing with a bigger threat faster. HOWEVER...

If they use the defense skill "Mock" on an already defensive enemy or the offense skill "Insult" on offensive enemy, they move to a less preferable defensive or offensive state as a consequence.

Example
The enemy troops cannot be defeated by the party this round and the important actor could die if the state of the left enemy remains unchanged. Right now, the right enemy does not pose too large a threat.
Protected download
(a rough visual)
The Mock skill is used, the attack of the left enemy is dropped and the defense is raised to a comfortable point for the players party, but now the right enemy has moved to a greater defensive state where their defense is significantly higher and the decrease on their attack from the defensive state they had before is gone, making them potentially more dangerous than the neutral enemy was at the beginning of the round.

The player has to utilize their abilities and items in order for the weak actor to survive.

The "Spectrum"
High Defensive Attack: Normal Defense: Greatly Raised
Defensive Attack: Dropped Defense: Raised
Neutral (No state)
Offensive Attack: Raised Defense: Dropped
High Offensive Attack: Greatly Raised Defense: Normal

-Using the Mock Skill will shift every enemy up the spectrum from wherever they currently are and Insulting shifts down
-Nothing will happen if the player tries to shift they beyond the highest and lowest points in the spectrum.

What I have Tried to do!
(Note: I am using RpgMakerMV v1.5.1 with little to no knowledge of scripting)

If common events worked in battle, (which as far as I have found they do not) I would have set up a bunch of conditional branches to check the current state of the enemy and add or remove states based on the outcome.

Instead I got a plugin from himeworks called Effect Conditions.
It lets you add your effects to the skill and write notes that determine whether or not the effect occurs.

Here is an example of how it would apply to a "Mock" skill that exclusively shifts the target from Defensive to HighDefensive
Protected download
I've tried to arrange something like this that includes all the add and remove states but I don't seem to be able to properly find a way to create a condition that checks if there is no state applied.
I then tried to create a neutral state that just doesn't have any effects that is applied to every troop at round 0 on the battle event page because that way I could check for it the same way and if the enemy happened to be affected by poison or sleep or something, I wouldn't want those to count when checking for one of the spectrum states.
(This didn't work)

I guess I'll try to wrap this up
I need help trying to make 2 individual skills check for states and have different effects according to whatever the check result is for each of the enemies on screen.

I don't know whether or not there is a significantly easier way to do this or if it isn't possible without creating a script exclusive to my situation.

If I can get some ideas on things I could do, that would really help me get moving.

Below are some screenshots of everything that I figure may or may not be related as i have left them
Protected download ActorPage
Protected download Class
Protected download Plugins
Protected download
Hypothetical Neutral State
(Other states are exactly the same with exception of messages and traits with Attack/Defense Parameters)
Protected download "Mock"
(full notes in next image)
Protected download "Mock" Skill Notes
Protected download Example Enemy

Downloads / Referenced Files

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Referenced Images / Attachments

exampull.png
exampull.png
exampall.PNG
exampall.PNG
Actor.PNG
Actor.PNG
actorclass.PNG
actorclass.PNG
Plugins.PNG
Plugins.PNG
Normal.PNG
Normal.PNG
TheSkill.PNG
TheSkill.PNG
SkillNotes.PNG
SkillNotes.PNG
enemy.PNG
enemy.PNG
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