Traits
The "Traits" settings found in actors, classes, weapons, armor, enemies, and states help establish the characteristics that are unique to each individual member. The various properties that can be applied are listed below, and it's even possible to create complex traits by combining them to suit the needs of the game. Traits set to classes, weapons, armor, and states that are added/equipped to a character will be treated as if they are set to the character themself. As a word of warning, be careful when setting traits that can permanently restrict certain actions. For example, if there is a weapon with a trait that locks the weapon slot, any actor that equips it won't be able to unequip it.
【Resistances】
Element Effectiveness
Element List
Choose from the elements listed in "Database → Edit Types → Element". Change the amount of damage received when hit by an attack of the selected element. This value can range from 0 to 1,000%, with any values over 100% increasing the damage received and making anything the trait is set to weak against the designated element.
*In RPG Maker Unite, the strengths and weaknesses of elements can be set separately in "Edit Types → Element". Keep these settings in mind and balance around them when creating element effectiveness traits.
Debuff Probability
Choose from all parameters. Change the probability that the selected debuff set to a skill or item will be successfully inflicted. This value can range from 0 to 1,000%, with 100% representing no change to the default probability.
State Probability
Choose from the states listed in "Database → Edit States". Change the probability that the selected state set to a skill or item will be successfully added. This value can range from 0 to 1,000%, with 100% representing no change to the default probability.
State Nullification
Choose from the states listed in "Database → Edit States". Nullify the selected state, preventing it from being applied. Choosing "Dead" will prevent any character or enemy affected by the trait from dying, even when their HP reaches 0.
【Parameters】
Parameter
Choose from all parameters. Increase or decrease parameters such as Max HP, Attack, etc., by set rates. These values can range from 0 to 1,000%, with 100% representing no change to the parameter.
Extra Parameters
Increase or decrease extra parameters such as Hit Rate, Evasion Rate, etc. These values can range from -1,000 to 1,000%, with 0% representing no change to the parameter.
Hit Rate | The probability that a standard attack will hit. The default value for this trait is 95%, but anything without it will have its Hit Rate automatically set to 0%. Be careful not to accidentally delete the existing traits. |
Evasion Rate | The probability of evading a physical attack. Changing this is generally not necessary, but try values higher than the default of 5% for classes that are meant to easily evade attacks. |
Critical Hit Rate | The probability of landing a critical hit. Changing this is generally not necessary, but try values higher than the default of 4% for classes that are meant to easily land critical hits. |
Magic Evasion Rate | The probability of evading magic. When targeted by magic, if a randomly selected number between 1 and 100 is lower than the value specified here, the magic skill will be evaded. |
Magic Reflection Rate | The probability of reflecting magic back to its user. When targeted by magic, if a randomly selected number between 1 and 100 is lower than the value specified here, the magic skill will be reflected back. |
Counter Rate | The probability of cancelling an enemy attack and performing a counter. |
HP Regeneration Rate | The rate at which HP is recovered. This value is represented as a percentage of Max HP, and anything with this trait will recover the amount specified here each turn during battle. The effect will also activate for every 20 steps taken on the map, which will be treated as if 1 turn of battle has elapsed. |
MP Regeneration Rate | The rate at which MP is recovered. This value is represented as a percentage of Max MP, and anything with this trait will recover the amount specified here each turn during battle. The effect will also activate for every 20 steps taken on the map, which will be treated as if 1 turn of battle has elapsed. |
TP Regeneration Rate | The rate at which TP is gained. This value is represented as a percentage of the maximum amount of TP possible, and anything with this trait will gain the amount specified here each turn during battle. The effect will also activate for every 20 steps taken on the map, which will be treated as if 1 turn of battle has elapsed. |
【Parameters】
Special Parameters
Increase or decrease special parameters such as Aggro Rate, etc. These values can range from 0 to 1,000%, with 100% representing no change to the parameter.
Aggro Rate | The probability of being targeted by an enemy during battle. The default value is 100%, and it is generally not necessary to change it. |
Guard Effect Rate | Change how much incoming damage will be reduced by when the Guard command is selected in battle. Usually, selecting the Guard command will reduce incoming damage by 50%, but setting the Guard Effect Rate to 200% will decrease this further to 25%, and setting it to 50% will result in 100% of the damage being taken. |
Recovery Effect Rate | Buff the HP and MP recovery effects of skills. Setting this to 200% will increase the recovery amounts to 200% of their original values. This effect will only activate if the target of a recovery skill has this trait. |
Pharmacology | Buff the HP and MP recovery effects of items. Setting this to 200% will increase the recovery amounts to 200% of their original values. This effect will only activate if the target of a recovery item has this trait. |
MP Cost Rate | Change the amount of MP consumed when using skills. |
TP Charge Rate | This affects the amount of TP gained when using items and skills, or when taking damage. It has no effect on the TP Regeneration Rate. For example, if the TP Regeneration Rate is +5%, no matter what changes are made to the TP Charge Rate, the TP Regeneration Rate will remain at +5%. |
Physical Damage Rate | Change how much damage is received when hit by a physical attack. This only affects the receiver (target) of the attack. |
Magic Damage Rate | Change how much damage is received when hit by a magic attack. This only affects the receiver (target) of the attack. |
Floor Damage Rate | Change how much damage is received when taking floor damage. |
EXP Gain Rate | Change the amount of EXP gained after battle. Set values higher than 100% when you wish to gain more EXP than the usual amount. |
【Attack】
Attack Element
Element List
Choose from the elements listed in "Database → Edit Types → Element". The element will be added when performing a standard attack.
*In RPG Maker Unite, the strengths and weaknesses of elements can be set separately in "Edit Types → Element".
Attack State
State List
Choose from the states listed in "Database → Edit States". The state will be added as an extra effect when performing a standard attack. The probability that the state will be successfully applied can be set from 0 to 1,000%.
Attack Speed Modifier
When selecting a standard attack, this value will be temporarily added to Agility to determine the attack order.
No. of Additional Attacks
Set the number of times a single standard attack will hit its target. A value of +1 will result in a standard attack that strikes twice in succession.
Attack Skill
Skill List
Choose from the skills listed in "Database → Edit Skills" to change the skill that's used as the standard attack.
【Skills】
Add Skill Type
Skill Type List
Choose from the skill types listed in "Database → Edit Types → Skill Type". This allows the designated skill type to be used as a command.
Seal Skill Type
Skill Type List
Choose from the skill types listed in "Database → Edit Types → Skill Type". This prevents the designated skill type from being used as a command.
Add Skill
Skill List
Choose from the skills listed in "Database → Edit Skills". This causes the designated skill to be learned.
Seal Skill
Skill List
Choose from the skills listed in "Database → Edit Skills". This temporarily prevents the designated skill from being used.
【Equipment】
Equip Weapon
Weapon List
Choose from the weapon types listed in "Database → Edit Types → Weapon Type". This allows weapons of the designated type to be equipped.
Equip Armor
Armor List
Choose from the armor types listed in "Database → Edit Types → Armor Type". This allows armor of the designated type to be equipped.
Lock Equipment
Equipment List
Choose from the equipment types listed in "Database → Edit Types → Equipment Type". This prevents equipment on the designated body part from being changed.
Seal Equipment
Equipment List
Choose from the equipment types listed in "Database → Edit Types → Equipment Type". This prevents anything from being equipped to the designated body part.
Slot Type
Dual Weapons
Set it so that two weapons can be equipped at once in exchange for not being able to equip a shield.
【Other】
Additional Action Probability
Determines the probability that the number of actions taken during battle will increase by one.
Special Flag
Auto Battle | Act independently during battle without accepting commands. |
Guard | Reduces damage received by a fixed rate. The default amount is 50%, but this can be changed by altering the Guard Effect Rate. |
Substitute | Take attacks in place of allies that are low on HP. |
Preserve TP | Carry over any accumulated TP into the next battle. |
Collapse Effect
This can only be set to enemies. Choose between "Regular", "Boss", "Disappear", and "Does Not Disappear" to change the effect that plays when the enemy is defeated.
Party Ability
These can only be set to actors. They apply to the entire party and will be active as long as at least one party member has the trait.
Halve Encounters | The rate that enemy encounters occur while moving will be halved. |
No Encounters | Enemy encounters will not occur while moving. |
No Surprise Encounters | Prevents Surprise Attacks from enemies at the start of encounters. |
Preemptive Attack Rate Up | Increases the chance of a Preemptive Attack when an enemy encounter occurs. |
Double Gold | The amount of Gold received after a battle ends will be doubled. |
Double Item Drops | The chance of obtaining drop items from an enemy after battle will be doubled. |
Comments
0 comments
Article is closed for comments.