I could probably write you up an extension for that plugin so you can set the shake up using event notes or comments :)
It'll have to wait until tomorrow though.
Well that would be a little simpler than my previous code, which had the power increase as you get closer, starting at power 1 nine spaces away, and ending at power 9 one space away. I think. I didn't actually test it.
Say the event had an id of 002.
The following would be the code for your...
Yes, you could use that plugin. Have the event that you want to cause the shaking be a parallel process event with the following script
var x = THIS-EVENT-ID-HERE;
if (Proximity.inprox(x,8,false)) {
var pow = 0
var spe = SHAKE-SPEED-HERE
for (var i = 9; i > 0; --i) {
if...
I see where the problem is coming from. I'll look into fixing compatibility later. I'll also add some options for some command names and various other UI bits. The Duration, Power, etc. is however, already modifiable. Simply use whichever terms you'd like when setting up the notetags.
Oops, sorry. I fixed that on KranasAngel's version but not the public one. I'll have to update it tomorrow, I'm not at the computer now. It's caused by a typo.
Nope, not at all, @Solis. There are a small number of plugin parameters to set. You can change a skill or item's time cost using a simple notetag. You can set up states or equipment that alters a battler's speed in the same way. A handful of new functions are added to the damage formulae, so you...
Oops; I forgot the level restriction
I'll take a look at improving the UI
Yes, the '-' makes the default level become 0.
EDIT - Okay, @Nol, I added a plugin parameter so you can set the max mana to the actor's level
Free for use in any project; give credit to continuumg in commercial projects.
This plugin allows you to create skills that may be 'empowered' using simple notetags.
When one of these skills is selected in battle, the player may enhance it in various ways by spending more mana.
Use...
Anything else should hopefully be fine; the problem is with the way the game engine handles mana costs; It doesn't reference the action, which means that when the player empowers a skill, all their costs are effected until a skill is used, and then the cost modifier is removed entirely.
I...
Been away for awhile, but here's some new free music. This one is kind of weird or experimental and not sure how I'd classify it. But, hopefully someone will find it useful!
I'm working with Excel today, and I just hate VBA so much. It's like the designers said "How can we make a programming language that works as obtusely and inefficiently as possible?"
Just finished and uploaded the delivery truck base/sprite sheet. I've been steadily replacing the default assets with early modern alternatives. The air-ship for a biplane, horse-drawn wagon for a delivery truck, and next a sailboat for a steam-powered passenger liner (think of the SS Olympic and RMS Titanic).
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