Last Updated: 2011.12.27
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This is a script for Lunatic Objects Package Effects with destruction themed effects. These effects include things such as suicide effects, emptying MP, emptying TP, and more.
Install this script under YEA – Lunatic Objects. Then, proceed to use the proper before, during, or after effects notetags to apply the proper LOP Destruction item desired. Look within the script for more instructions on how to use each effect.
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Destruction Effect No.1: Suicide
Best used with after effect. This causes the user to suicide (and bring the user’s HP down to 0) and adds a message saying that the user has died.
<after effect: suicide>
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Destruction Effect No.2: Empty MP
Best used with after effect. This causes the user’s MP to hit zero after performing the skill.
<after effect: empty mp>
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Destruction Effect No.3: Empty TP
Best used with after effect. This causes the user’s TP to hit zero after performing the skill.
<after effect: empty tp>
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Destruction Effect No.4: Add State
This can be used as either a before effect or after effect. This will inflict the user with a status effect at the particular interval during the usage of that skill such as poisoning oneself.
<before effect: add state x> <after effect: add state x>
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Destruction Effect No.5: Remove State
This can be used as either a before effect or after effect. This will remove a state from the user at the particular interval during the usage of that skill such as removing an elemental protection shield.
<before effect: remove state x> <after effect: remove state x>
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Destruction Effect No.6: Debuff Stat
This can be used as either a before effect or after effect. This will cause the user’s stat to drop during that interval in time.
<before effect: add debuff stat> <after effect: add debuff stat>
Replace “stat” with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
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Destruction Effect No.7: Buff Stat
This can be used as either a before effect or after effect. This will cause the user’s stat to rise during that interval in time.
<before effect: add buff stat> <after effect: add buff stat>
Replace “stat” with MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, or LUK.
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Destruction Effect No.8: Clear States
This can be used as either a before effect or after effect. This will cause the user’s states to clear completely.
<before effect: clear states> <after effect: clear states>
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Destruction Effect No.9: Clear Buffs
This can be used as either a before effect or after effect. This will cause the user’s buffs to clear completely.
<before effect: clear buffs> <after effect: clear buffs>
— And that’s all, folks! —
Very nice, this seems to solve the chaos problem I had before.
Thanks. ^_^
v1.01 – Tag changes for “Debuff” and “Buff”.
Hey. Um, I’ve made a skill that adds a state that causes the user to wait a turn (Cause they’re recovering from using the attack)
after effect: add state 041
But it isn’t applying the state at all. Any idea why?
I think you should omit the 0. Other than that, maybe it’s a problem with the state. You have something similar to a stun state set for 41, right?
How do you buff a stat for a number of turns,
or how do you debuff at a percentage chance?
If SUICIDE is used with the Visual Battlers script, the sprite walks forward to perform the skill and dies there, and does not walk back to its normal position until revived…
has the attack buff only appear after the attack and immediately vanish.
What’s wrong with this? How can I make these buffs not vanish at the end of the turn?