I'll look into it, but i'm not comfortable using a plugin to allow another plugin to do what I'm needing, it seems to ask for the compatibility stick as soon as RMMV drops a core update.
I'll look into it nevertheless albeit as a last resort, thanks for giving me the option mate
I made the Parameters.json, i wrote
[
{"abr": "STF", "name": "Subterfuge", "default": 0}
]
On actor 1 I added a :
<params>STF: (a.mat-10)*0.5</params>
Then made a skill whose damage was a.STF
Resulted in a 0 (broken formula)
I've rephrased the three needs I had :
- The talent level must...
While this could be a solution, albeit a complex one, it would open new perspectives ;
Sadly i'm weary of stacking multiple large plugins from different scriptwriters, and after a day of fidgetting with it, I can't get it to work.
Either I fumbled, or have an incompatibility ; The 404 you get...
@LadyBaskerville While it is an interesting plugin, my variables will be adjusted by the parameters, which are the ones in turn being affected by item equips.
The connexion is much simpler between those.
@Trihan That would be lovely thank you.
@Zarsla Yeah i mention in the OP trying different...
@Wavelength
I do indeed need visual updates, and i tried to do that with (mem) and (t), basically my event checks if the value it had in MEMory is still identical to the t time value, and if not, it updates the mem and the value itself.
I didn't see a way to do that without constantly...
Tl : dr in Bold
I'm trying to implement 6 talents (named such a way to avoid confusion with skills) in my game.
Said talents should use a user defined base value (chosen at start) and a modifier derived from their stats.
I got a way "working" and completely home made, using 3 variables for each...
Damn, i'm going to tripple post.
Feels like eons have past since my last problems !
As for my earlier MEV problem, i've made all spells "physical skills" to work with Ve. It cuts me off some cool things, but it works for now, and is easily changeable, if i ever find a way to use the "magical"...
Congratulations, you just solved 2/3 of a problem that held me for over a month !
Thanks a lot, it's very satisfying to be unstuck :)
Should i keep the thread open for my bonus question (-which doesnt relate-) or leave this one in use ?
I'm missing the state that buffs your spd...
While this is closer than anything i have ever dreamt of achieving, and i thank you for that, the slight problem is that now the bonus damage isnt modified by the target's
physical resistance, (which i was hoping to get by playing with baseDamage).
Any idea about that would creating a new...
I tried both with and without semi colons (i tried a lot of things, i've been on this for a month)
and yeah the bracket is just part of YF's code
Im using the a.level instead of user.level, and i get a damage flow error, unexpected identifyer, and this error in statusCore
Yanfly.Util =...
That apeals to me a an elegant and controlled solution, but it somehow doesnt work for me (the skills are greyed out, always)
I did set the state and all
Seeing as user._IN is the only thing i don't understant, could it be that ? Should i define it somewhere ?
Edit : got it to work...
God this feels so basic yet so hard ^^
I removed user.level in case it was unrecognized, and replaced it with "5" to make checking easier
I'm at that now :
if (this.isPhysical()) {
if (baseDamage > 0 && (user.isStateAffected(93) || user.isStateAffected(94) || user.isStateAffected(95)...
Interestingly enough, something CHANGED !
I got a proper adult-like error this time, instead of nothing
Damage overflow :
EDIT :
Using base damage += baseDamage + Math.ceil(user.level * 0.5)
Got me a SyntaxError: Unexpected identifier
so, for like the entire duration of me working on my game, I've wanted to see how possible it is to make SOME kind of turn based team fighting game and if I can pull off what's in my notes, I think I'll be satisfied.
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