I have a set piece of twelve character events, four per three squares, circling around what is meant to be a superboss. I have a problem where the game's attempts at optimization leads to them going out of sync. Is there a plugin that allows specified events to remain in memory so they don't...
Seems like a better generator than the in-engine default, granted it only does (very basic landmass) world maps and (cavern) dungeons, but at least they look a bit more natural than the in-engine gen and make for a much better starting point than a few rooms with hallways.
(75x75 seems to be the...
For me, guarding always acts as a way to get HP, MP, and TP back. It heals half the amount of a potion or most basic healing spell by default (15% HP/MP) and restores 5-10 TP flat (Depending on how TP expensive certain skills are + 100 TP Limit Breaks).
Since getting attacked by default restores...
Considering you are using a plugin, there should be a plugin command to remove the effect. Simply append the proper plugin command to remove the 'overlay' in any transfer event and that should take care of the issue for you.
Which when combined with a Mana and TP variant equals the most powerful and difficult to make restorative in the game.
I feel this would allow the player to be more willing to use that uber restorative if they can, with a little searching, make a new one.
This of course is still being fully...
I'm experimenting with doing the same, plus having the option to craft higher tier potions with basic potions. So Potion (30%) + three other ingredients equals High Potion. High Potion (50%) + three different, slightly rarer ingredients make a Mega Potion (80%), + three other rare ingredients...
Give us screenshots of the skill in question (Skills tab), the states it applies (States tab), any common events attached to it (Common events tab), and any scripts that it uses/changes the battle system (Notetags in Skills; Plugin Manager, start with just the list and maybe any screenshots of...
Bear in mind this is in relation to a small numbers combat system. The idea behind using the 1-10 random number = ATK is to keep it low, but also allow for damage to go through. Admittedly, the formula is based partly on D&D, which uses a 1d20+ATK Bonus to overcome target Armor Class (I don't...
Question: Why should an actor's attack factor into an enemy's defense? Wouldn't it be better to do a.atk^2/b.def? [Admittedly, I don't know if ^ would work in damage formulas, so if it doesn't work, then (a.atk*a.atk)/b.def would be the better option written out.) Using the same variables, that...
This kind of attack would potentially be difficult to do without a plugin or other shenanigans.
One possible way to do this would be to make the attack a skill type. In the Types section of the Database, you could create a skill called Flurry of Blows (or whatever you want to call it.) Create...
It's called the Public Domain. Anything that is within the Public Domain can be used for fun and profit as one sees fit, so long as they do not claim that property as their own. If I recall correctly. There may be a bit more nuance to it.
I don't know if you can own the rights to a specific...
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