Field State Effects

Last Updated: 2012.01.11
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Field States are states that are applied to all actors and enemies without discrimination. Field states cannot be removed through usual means and can only be applied through certain skills and items. Multiple field states can be added at once whether side by side or overwriting any previous field states. Skills and items can also alter the turns of existing field states.

Here’s a video of Field State Effects in action:

Add, remove, and overwrite field state effects using skills or items to affect all actors and enemies in battle. These notetags go into the noteboxes of skills and/or items.

<add field state: x>
<add field state: x, x>

Causes the action to add state x to the field, making it apply to everyone and cannot be removed through normal state removal means. Insert multiples of this tag to have the action cause multiple field states.

<remove field state: x>
<remove field state: x, x>

Causes the action to remove state x from the field. This does not remove states that were inflicted normally. Insert multiples of this tag to remove multiple field states.

<remove all field states>

Causes the action to remove all field states. This does not remove states that were inflicted normally.

<overwrite field state: x>
<overwrite field state: x, x>

Causes the action to remove all field states and then add field states x, making it apply to everyone and cannot be removed through normal state removal means. Insert multiples of this tag to have the action overwrite and add more field states.

Field states can have the ability to change the battle background to something else while they’re active. Once they expire or are removed, the battle background reverts back to normal.

<field back 1: string>
<field back 2: string>

If this state is being used as a field state and this state is the state with the highest priority, these notetags will determine the battlebacks used while the field state is in effect. If this notetag is not used, there will be no changes to the battleback.

Some skills have the ability to alter the remaining turns a field state effect has. If a field state effect reaches 0 turns due to this method, the field state is removed. Field states cannot be added through this method. This notetag goes into the noteboxes of skills and items.

<field state x turns: +y>
<field state x turns: -y>

Changes the remaining turns on field state x by y amount. If a field state is to reach 0 or less turns through this process, the field state is removed. This effect does not add turns to field states that weren’t inflicted. Insert multiples of this tag to adjust multiple field states at once.

<all field state turns: +x>
<all field state turns: -x>

Changes the remaining turns on all field states by x amount. If a field state is to reach 0 or less turns through this process, the field state is removed.

And that’s all, folks!

35 comments on “Field State Effects

  1. Hmmm. There’s something presumeably quite similar to this one I would really appreciate: Continuous skill effects, so skills that are cast every round – with the original caster being able to perform actions as usual, though. Great for summons that support you with their skills (maybe even make a skill pool from which skills are continuously casted?) while you do something else yourself. :)

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  3. How about a ‘require field state x’ notetag for skill so they can’t be used unless a certain field state is active? I can see a lot of uses for that, not one of which is preventing them from using skills that alters turns or removes a certain state without it being active first. Not that players would do that, but it would prevent the possibily.
    I’d rather not waste MP on a skill that removes all field states without one being active first.

  4. I don’t know if this is an appropriate place to ask, but I have a question regarding implementation of Field Effects and +restrict eval+.

    Is it possible, using restrict eval, to prevent a skill from showing up in a player’s skill window unless a Field Effect has been activated?

    Say, I use a field effect to increase Wind Damage on the field, and then have wind based skills appear in replace of non wind based skills.

    I know I can use

    +restrict eval+
    self.state?(state_id) == false
    +/restrict eval+

    To make a skill be grayed out until the effect is activated, but I don’t want it to appear in the skill window at all until activated, and I want to have it replace over the skill that was present before the Field Effect, and then revert back once the Field Effect has been removed.

    Is this possible with this script?

    Thanks in advance!

  5. I think I understand why the states are applied to all actors and enemies without discrimination. But there should be some way to infect just actors or just enemies. Feels a tad limited when it just infects everyone.

  6. Thanks for this creative script!
    By the way, is there any way to make the field changing before the damage is calculated, so it can seems like a “reality marble” doing the damage?

    • Oops, I managed to get what I wanted to do by combining three more dummy skills. Anyway, thanks again for this awesome script!

  7. I’m having some problem I put it in the script database, but it isn’t working with me. I tried to make a skill to change the place to a underwater battleback, but it didn’t worked. can anyone help me?

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  9. Would it be possible to somehow enter the notetags onto a troop to consecutively overwrite field states without any actual effects other than changing the background, and potentially looping these field state changes to get an animated effect in my battlebackgrounds?

  10. Is it possible to make it so that this is a permanent effect on certain maps? Like a cold effect for walking about in winter areas, -15 speed and so on? And wearing certain items, like a warm cloak, could lower or remove the penalty?
    If something like this already exists, sorry, kinda new :p

  11. This says it’s used by a skill or item. Can it be an enemy skill? Can it be an item or skill that goes into effect before the battle begins so the battle starts with the state effect using this script? or is it limited to in battle only and by actor items/skills?

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