So I'm trying to create a custom damage over time effect where the damage and turns it takes is based on the users MP at the time the skill is used (the MP shouldn't be a cost, but it clears once the effect hits the enemy. It's 5 as that's the characters max MP at all times).
I am using...
Having a play with a state that increases the critical attack chance each time the state is applied.
The code is as follows:
The issue I'm getting is when the state is applied I'm getting an error saying "ReferenceError: actor is not defined".
What do I need to add to...
I'm trying to recreate the passive ability from World of Warcraft called "Enhanced Pyrotechnics". The state needs to do the following:
When Fireball does not inflict a critical hit, increase the actors CRIT by 10%. This effect stacks.
The critical hit boost is removed when a...
So I'm trying to do a damaga formula based on a characters level. So if they're level 1-16 it does (a.atk * 4) * 1, but if they were level 17 it would do (a.atk * 4) * 2, and then if they were max level, it would be (a.atk * 4) * 10.
This is the formula I have for it, but it doesn't appear...
Yeah - the issue is with the ATB as it operates differently to the DTB. Victor, is there any way to make the charge based on a set number of ticks rather than a set number of turns? That would most likely resolve the issue (at least to a degree).
I'm having toooo much fun designing the new MP (Mental Psyche) system. I've only worked it out for enemies so far, but it's fun to stun them, then go after their MP and delete them instead to farm for better item drops.
Crazy week. My anxiety decides to go nutz. Worse thing about it is that it causes me to lose focus on my work. I was able to leave early one day and take a nap. Seemed to help. How is everyone? Boosters coming soon here. Get my life back on track again.