for me weapon skills are granted by the weapon not the class.
so for skills i separated weapons based on 1H melee, 1H ranged, 2H melee/ranged, dual wield (doing a fake dual wield (seal shield) instead of actual dual wield trait)
(not doing classes currently but did in proof of concept...
when i hear "it depends" as a response to a question its just sounds like "i'll need more information before i can give you an accurate answer"
that 2nd quote takes alot longer to say doesn't it?
are you sure its the answer thats annoying you and not people just being lazy with their speech/text?
unfortunately my memory is about packed now. want me to remember all the secrets in donkey kong country or useless lore from a 10-30 year old game i loved? no problem.
want me to remember a name or phone number i wrote down 10seconds ago? not a F'n chance. lol
everything takes alot of...
1 thing to keep in mind is that these dont take into account any possibly resistances the enemy might have. it will have the same apply chance on an enemy with no resistance and an enemy with 90% resist rate.
like @TheoAllen said.
thats just the 'effect: normal attack'
attack element traits is 'element: normal attack' on a skill
attack state traits is 'effect: normal attack X%' on a skill
if the rings trait is attack state: 50% poison and and the weapon has a trait attack state: 20% silence,
same issue being a tactile learner. trial and error only works when can figure out what part is wrong. help documents dont help me, its like looking at a wall of graffiti.
need to be guided step by step to do it correctly couple times. then try it on my own couple times with 2nd hand...
every new release or big update game i play lately i find bugs within 5 hours of playing and just makes me not want to play them. diablo2, terraria, and just now surviving the aftermath. all had bugs you can find by just playing around with the controls and a few cosmetics right off the start of...
if im understanding this right you are planning to use this variable as either:
a conditional trigger (if variable >= X do ...)
or just a % of completion tracker (variable / X = % of treasure found)
but the problem is that you have no clue what to set X as because you havent been keeping track...
@VegaKotes this also occurs when formula isnt broken but there is no actual damage or healing in the formula. just using the formula box for user effects when the skill targets other units.
@Sirius270 do you have action sequences?
add state X: user
armor break/stagger mechanics.
cant damage (or only deal 5% damage) the enemy until break their guard or stagger them.
this mechanic was created with action games and doesnt translate well into other styles.
armor break ive seen turned into temp HP shields where need to do 2k damage before can...
event > page 3 'system settings > change encounter > disable.
the weight for troop events is for making some encounters more common then others.
(6 troops, weights of 5,5,4,3,2,1. add those all together (20) a 5 weight troop has a 5/20 or (25%) encounter rate while 2/20 troop is only a 10%...
you can turn off encounters and still have visual encounters.
this lets you set troops for that map which battle process "same as random encounter" event can use to have random troop selection.
the only time you'd need the variable is if event 1-7 use map troop list but event 8 on the same map...
im questioning the purpose of the variable to begin with.
in battle process theres "same as random encounter" which just uses the troops you set for that map.
does this game have both random encounters and visual encounters?
does different visual encounters on the same map have different...