KoldBlood
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  • Utilizing what I learned while implementing my "Critical Healing" mechanic I was able to add a critical effect to my single target lightning spell that makes it deal 50% damage to the rest of an enemy troop if it lands a critical hit on its intended target. :rock-right:
    Flaming enemies now inflict Burn on attackers that hit them with physical hits while Stone enemies will inflict Stun when hit.

    You can also now access the State/Trait Reference screen for details on state/trait mechanics as well as the full Bestiary to reference known monster information during battle! :rock-right:
    Just finished adding a feature to my only healing spell in the game. The spell is normally single target but if the heal registers a critical hit, then it heals the entire party instead! (no increase to the amount of HP restored, just switches it to AOE)

    Should be a fun little surprise for the player! :rock-right:
    Kanori24
    Kanori24
    That's a neat way to both surprise the player and give a chance advantage!
    KoldBlood
    KoldBlood
    Exactly, purely beneficial randomness to make the spell marginally more exciting when casting it. As an added benefit my "healer" now has a decent reason for her to use crit boosting equipment as well.
    Finally finished writing the code to allow state damage and duration to be affected by a battler's Potency (AGI) & Endure (LUK) parameters. Now the player and enemies alike can have weakness or resistance to status effects that feels more natural.

    Barring immunities for specific enemies and special gear anyone can be affected by anything in some way now and their stats will determine the severity!
    For the first real time since my game's inception I found myself actually having fun playing around with my party's skills while testing out some battles! So much so, that I actually forgot what I was doing for a minute and had to force myself to move on to the next thing! :guffaw:

    That's got to be a good sign considering it only has place holder animations, enemy skills, troop comps, etc. right now. Feels good!
    Things learned in my last 3hrs of dev:
    1. If you ask for help, you'll immediately find the mundane detail you missed and look stupid.
    2. Auto Battle makes enemies use Skill 1.
    3. Enemies don't like equipment checks.
    4. Ace's damage formula never returns an error, even if its on fire, you only get 0.
    On the bright side; I fixed the bug and ended up with a better version of my idea. :rock-right:
    TobyYasha
    TobyYasha
    i highly resonate with point 1, is also the reason why i don't often ask for help on the forums.
    TheoAllen
    TheoAllen
    Idk about the second. tell me more
    KoldBlood
    KoldBlood
    @TheoAllen I had Auto Battle on a state and tried adding it to an enemy. I start getting 0 damage when it attacks with the state. I thought my code was the problem.

    Turns out enemies ignore any skills you give them when Auto Battle is active. Even if you empty their skill list they still use Skill 1. I use a separate skill for enemy attacks so I was looking in the wrong place the entire time.
    Anyone who understands Ruby got any ideas as to why Ruby thinks these two calculations have different results?

    10 * 20 / 10 = 20 <- Ruby gives me 20. Checks out.
    10 * (20 / 10) = 20 <- Ruby gives me 0. ......what?

    I've done a lot of coding in other languages but Ruby never ceases to surprise me no matter how much I learn about it...
    • Wow
    Reactions: Nenen
    KoldBlood
    KoldBlood
    @ATT_Turan Well, thanks for the help anyway. It helped to at least talk about it LOL. I'll take another look at my code after work and see if I can see the problem.

    Gonna be upset if it really is just me being dumb. :guffaw:
    kyonides
    kyonides
    I've tried that calculation on XP, VX and ACE and always got the same result: 20.
    TheoAllen
    TheoAllen
    if it gives you zero, it must be syntax error or some kind of it
    You take the time to write a well thought out counter argument and you get a passive aggressive insult and strutting around like they won.
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    Reactions: Nenen and Finnuval
    punchybot
    punchybot
    An argument and debate are different. A debate is when two individuals share ideas and listen to one another points. An argument is trying to force your idea or thoughts on to the other person without much listening, and there is nothing positive about that. Being open to other ideas is what is needed!
    • Like
    Reactions: Otto
    Otto
    Otto
    In my book that's not even arguing, that's just being a d-bag lol
    Shaz
    Shaz
    passive aggressive insults usually mean your argument is stronger and they can't refute it ;)
    Finally getting some free time at work, I can start hangin' out on the Game Design forum again!
    Took so long writing a reply to a forum thread that I ended up just deciding not to post it at all.
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New character incoming!

Compilation of some of the last few days onto my testing map.
Finished all the tools! Really happy with how they turned out. For clarification, when using the portal tool, if you spawn into a wall, it kills ya.
I've figured out how to implement abilities into Snapdrake. My fav is prolly Hell or High Water, considering its essentially "go big or go home" the ability.

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