设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 147|回复: 0

[转载发布] State Stages (Stacking States Improved)

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    9071

    主题

    864

    回帖

    6万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    58883
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    68848

    灌水之王

    发表于 2026-8-3 12:55:08 | 显示全部楼层 |阅读模式
    State Stages
    Stacking States Improved


    This script allows states to be applied in controlled stages or levels. Basically, when a state is applied multiple times to a battler, instead of resetting the state or stacking another on time of it, the state will ‘advance’ to the next predefined state within an array of states. States may also be defined as positive, negative, or neutral, allowing for additional interactions when states are applied to battlers. State stacking simply cannot compare to the flexibility to state stages.


    Spoiler: FEATURES

    • Performance Friendly. Staging setup happens during database creation.
    • States can operate similar to buffs in RPG Maker.
    • States can be categorized as positive, negative, neutral, or custom types. Allowing for easy removal.
    • Staging States can be setup with note tags, saving time and database space.
    • Multi-Staging (advancing two or more states) has been integrated into the UI. No script calls needed.
    • Custom state abbreviations and staging numbers can be displayed on state icons.
    Spoiler: HOW IT WORKS
    Positive States: State 1(ATK * 150%), State 2(ATK * 200%), State 3(ATK * 250%)

    Negative States: State 4(ATK * 67%), State 5(ATK * 50%), State 6(ATK * 40%)

    The above represents an entire staging hash. There are six states total, 3 within a positive array, and 3 within the negative array. Below is an example of how this appears within the code.

                    Code:       
    1. :ATK => {:pos => [1, 2, 3], :neg => [4, 5, 6]},
    复制代码


    The ATK staging hash has 3 positive states and 3 negative states.
    Below is an example of how these states interact in order of events.


    • State 1 is added. The battler gains state 1(ATK * 150%)
    • State 1 is added. The battler gains state 2(ATK * 200%) – State 1 is removed.
    • State 4 is added. The battler gains state 1(ATK * 150%) – State 2 is removed.
    • State 4 is added. State 1 is removed.
    • State 4 is added. The battler gains state 4(ATK * 67%)
    • State 4 is added. The battler gains state 5(ATK * 50%) – State 4 is removed.
    • State 1 is added x2. State 5 is removed.
    • State 1 is added x2. The battler gains state 2(ATK * 200%)
    • State 4 is added x3. The battler gains state 4(ATK * 150%) – State 2 is removed.

    Spoiler: VIRTUAL STATES
    After the reading the above example, you may have noticed a potential inconvenience. The above state staging example required 6 individual states to setup. While this is a perfectly feasible way of utilizing the script, there is an alternative setup with notetags. Using a database state as a template, this script can create virtual states to populate the staging hash. This will save a lot of database space while retaining all of the script’s functionality. Here’s how it works:

    We add State 1 to the database.
    We’ll call it Attack +1 and give it the [ATK] * 150% feature.

    First, we’ll add two additional features to the list. [ATK] * 200%, and [ATK] * 250%. Then we move on to the state’s notes:

                    Code:       
    1. <Stage: ATK, pos, 1>
    复制代码

    Tells the script that this state is the first positive state within the ATK stage. This notetag add this state to the existing staging hash or create a new one if ATK doesn't already exist.

                    Code:       
    1. <Index: 2, Copy 0, Take: 2>
    复制代码

    Creates a copy of this state and takes the second feature in the list. The second feature in the list will no longer apply to this state.

                    Code:       
    1. <Index: 3, Copy 0, Take: 3>
    复制代码

    Creates a copy of this state and takes the third feature in the list. The third feature will no longer apply to this state.

    And just like that, we have the same positive staging from above without creating additional entries within the database. We may take this a step further and make some additional changes.

                    Code:       
    1. <Adj_State: 2, name: Attack +2>
    复制代码

    Changes the name of the second positive state to Attack +2.
                    Code:       
    1. <Adj_State: 3, name: Attack +3>
    复制代码

    Changes the name of the third positive state to Attack +3.
                    Code:       
    1. <Adj_State: 3, icon: 74>
    复制代码

    Changes the icon of the third positive state to ID 74.

    Adding negative states to the above ATK staging requires us to create another state within the database to serve as a template. We’ll use state 4 and name it Attack -1, giving it the [ATK] * 67% feature.

    First, we’ll add two additional features to the list. [ATK] * 50, and [ATK] * 40%.

                    Code:       
    1. <Stage: ATK, neg, 1>
    复制代码

    Tells the script that this is the first negative state within the ATK stage. The ATK stage should already exist at this point, so we're adding a negative stage here.
                    Code:       
    1. <Index: 2, Copy 0, Take: 2>
    复制代码

                    Code:       
    1. <Index: 3, Copy 0, Take: 3>
    复制代码


    We’ve successfully added negative staging to the ATK state stage. Using this method required only two database slots as opposed to six.
    Spoiler: EXAMPLE SETUP
    In this example, we’re going to link the Stun and Paralysis states so that being stunned while already stunned, inflicts the dreaded paralysis status effect. There’s a couple of ways to approach this with State Stages, so we’ll delve a bit into both. First we’re going to combine the states into a stage using the Staging States Hash within the script’s settings.




                    Code:       
    1.     #======================================================================
    2.     # >> Staging States Hash
    3.     # ---------------------------------------------------------------------
    4.     # As of version 3.0, it is no longer required to set up state stages
    5.     # using this hash, however, it can still be used along side notetags
    6.     # for those upgrading from a previous version.
    7.     #-
    8.     # name => {:pos => [positive effect IDs], :neg => [negative effect IDs]}
    9.     #-
    10.     # name        - Can be any integer, string, or symbol.
    11.     # :pos IDs    - The positive effect IDs of the states in your database.
    12.     # :neg IDs    - The negative effect IDs of the states in your database.
    13.     #-
    14.     # You may exclude :pos or :neg from the hash if you so choose.
    15.     # You may also use :neu to indicate that the state is neither good or bad.
    16.     #======================================================================
    17.       States = { # Do Not Edit This Line
    18.         :nil => {:pos => [], :neu => [], :neg => []}, # Copy/Paste
    19.       } # Do Not Edit This Line
    复制代码



                We’ll name this stage STN, short for ‘stun’ and add the state IDs as a negative type. A quick peek at the database reveals that the ID for Stun is 8, and the ID for Paralysis is 7. When using the Staging Hash, ID should always be placed from left to right, good to best, bad to worst.




                    Code:       
    1.     #======================================================================
    2.     # >> Staging States Hash
    3.     # ---------------------------------------------------------------------
    4.     # As of version 3.0, it is no longer required to set up state stages
    5.     # using this hash, however, it can still be used along side notetags
    6.     # for those upgrading from a previous version.
    7.     #-
    8.     # name => {:pos => [positive effect IDs], :neg => [negative effect IDs]}
    9.     #-
    10.     # name        - Can be any integer, string, or symbol.
    11.     # :pos IDs    - The positive effect IDs of the states in your database.
    12.     # :neg IDs    - The negative effect IDs of the states in your database.
    13.     #-
    14.     # You may exclude :pos or :neg from the hash if you so choose.
    15.     # You may also use :neu to indicate that the state is neither good or bad.
    16.     #======================================================================
    17.       States = { # Do Not Edit This Line
    18.         :nil => {:pos => [], :neu => [], :neg => []}, # Copy/Paste
    19.         :STN => {:neg => [8, 7]}, # Stun to Paralysis
    20.       } # Do Not Edit This Line
    复制代码



                If you can believe it, we’ve already accomplished our goal. Due to the way staging works, when our actor is paralyzed, directly or through multiple stuns, we’ll get a display like this.


    [/url]


                Now, what if we wanted staging to continue? Let’s say that the effects of paralysis can actually get worse. Let’s add another two states to the staging, one will be called Petrified, which act as a longer lasting paralyze, and the final state will be Frozen, which lasts forever unless removed. We could approach this by creating said states within the database and link them to the STN stage me made earlier, or… we can use notetags.


    [url=https://forums.rpgmakerweb.com/attachments/ss_ex_06-png.44288/]



                Alright, let’s walk through this notetag setup. On the very first line is the most important notetag, it must be included when creating states this way. It basically creates a new staging hash OR simply references a staging hash that already exists. We’ve done the latter hear and it’s important not to make any mistakes. STN is the name we gave our staging hash previously, and neg is the type that states were put under. The 2, is the index number, meaning ‘the second state within the stage’, in this case our second state is ID 7, the Paralysis state that’s in the screenshot. We have correctly referenced this stage, it’s a good idea to turn the Debugger option on when setting up stages this way, just in case.


    <Index: 3, Copy: 1, Take: 0> and <Index: 4, Copy: 1, Take: 0> are the notetags used to create entirely new states based on a parent state. In this case, the parent state is Paralysis shown above. With this, all of the data from this state is duplicated and added to a new state with a different state ID. That state ID is then added to the staging hash based on the index; 3 and 4 in this case. Keep in mind that Stun is under index 1, and Paralysis is under index 2. The Copy and Take portions of the notetag refer to the Features lists of this Paralysis state. Copy: 1 means that the first feature (the only feature shown) will be copied over to the new state. If we were to set Take: to 1, then the feature would be copied to the new state and removed from this Paralysis state.


                The <Adj_State> notetags are used to modify the newly created states. In the example above, we change the names, icon indexes, state removal turns, and the ‘Message when an actor fell in the state’ values. This is important for differentiating one stage from another. Before we do a test battle, let’s activate the Debugger and see what our staging hash looks like.


    [/url]


                As you can see, our stage now includes two additional state IDs. Note that the ID numbers will always be outside of the maximum range of your state database. Since the maximum (seen in the example above) was 25, states created by notetags would begin at 26 and continue from there. If you’ve attempted something like this and ended up with an entirely new staging hash… something went wrong. Anyway, let’s see how this look in-game. Since state icons are only displayed for actors by default, I had an ogre beat-up on Natalie until I got the shots I needed.  



    [url=https://forums.rpgmakerweb.com/attachments/ss_ex_02-png.44284/]



                That covers the basics. More detailed instructions can be found within the script’s header. I’ll stress once again that developers should make full use of the debugger option within the script’s settings while working on staging. Here’s an example of many staging states within a project. Enjoy!


    [/url]
    Spoiler: DOWNLOADSSpoiler: VERSION HISTORY

    • 1.00  [04/29/2016]  Initial Release
    • 2.00  [05/11/2016]  Bug Fixes. Removal Methods Added. User-Friendly Update.
    • 2.10  [06/30/2016]  State Removal No Longer Displayed While Staging.
    • 3.00  [07/27/2016]  Note Tag System. Visual Staging Information
    • 3.20  [07/29/2016]  Added Note Tag for Adjusting State Notes. Multi-Staging Included for Items
    • 3.30  [08/14/2016]  Multi-Staging Included for All Features.


    本贴来自国际rpgmaker官方论坛作者:Rinobi处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/state-stages-stacking-states-improved.61146/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-17 06:17 , Processed in 0.119613 second(s), 52 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表