I'm looking for non-traditional sins to theme some levels around. There's the obvious Big Seven:
But I've also heard some interesting minor ones:
Mirth (presumption with one's own happiness)
Apathy (detachment from the world)
Risk (think gambling)...
I'm not sure if this would fall under Ace support or RGSS3 support, but I'll try it here.
Say I wanted to make a more complicated skill. In this case let's say it has to do with doing more damage depending on the number of states afflicted. If the skill was too long for the formula box, you'd...
I'm writing a script, but I can't figure out how to gray out a skill. I'm trying to gray out any skill that has a TP cost higher than another variable I've previously determined. I've trying friggin' around with "enable?(skill)" under Window_SkillList, but that hasn't yielded anything. Suggestions?
If I have an actor set to "Action Times+: %100" so they receive an additional move, is there any way make a skill concede this move and end the turn early? I'm thinking along the lines of having characters that attack three or four times, but have an "Execute" skill that ends the turn and...
I'm shopping around for ideas for battle systems, because I'm tired of constant resource management. What do you feel is the general consensus on games that don't use a limited resource like MP for strong attacks? Do you feel it's too easy to just spam powerful attacks and win? Or in order...
Maybe a meticulous detail, but is there a way to, instead of listing all the skill types (Special, Magic, etc.) on the commands menu, have a command titled 'Skills' that opens another window containing all the skill types? Otherwise, is there a script that already does this?
Basically what the title says. Is there any way to set a variable to the ID of a skill that's being selected in battle? I say this with the intent of it changing every time the player's turn comes around and they select a different skill. Is there a script that allows skills to control...
Long time Maker, first time poster.
I've been conceptualizing a battle system that uses events (I'm a negligible scripter), but I've come upon a hiccup. What I want to do essentially is have a bar at the bottom of the screen that fills up, and draws on a hidden variable, so that once the...