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  1. Darkbeetlebot

    Is it possible to make Elements and Status Menu Core work like Tsukihime's Attack Element Modifiers (for VXA)? And a question about split defense.

    Back in VX Ace, I made extensive use of Tsukihime's Attack Element Modifiers because it was sufficient for how I like elements to be applied in RPGs (even though my preferred method is the dark souls method with flat damage values and scaling). In MZ, we now have VisuStella's Elements and...
  2. Darkbeetlebot

    How do I make skills count as normal attack, and allow changing equipment mid-battle?

    This also works. I'm not sure what I would use it for as an item, notetag, but after testing it, it does work and doesn't seem to conflict with any other plugins I have installed. Appreciate the option. And yeah, I get the hesitation with dual wielding. Just figuring it out last night gave me a...
  3. Darkbeetlebot

    How do I make skills count as normal attack, and allow changing equipment mid-battle?

    Thanks, it works like a charm. Still wish I could define my own normal attacks by skill number, but I doubt I'll ever not use the normal attack element for things that I need those parameters for. It's sad about the code obfuscation, though. Didn't think plugins would go down this route. Now...
  4. Darkbeetlebot

    How do I make skills count as normal attack, and allow changing equipment mid-battle?

    Actually, I've messed around with the attack skill trait already. The problem it poses is that it only modifies the attack command, which I have replaced with a skill menu. My game specifically does not have the attack command, so I can't use attack skill or attack times on the trait section of...
  5. Darkbeetlebot

    How do I make skills count as normal attack, and allow changing equipment mid-battle?

    In the engine, certain Parameters only affect normal attacks. However, it distinguishes this by saying that only the skill in slot #1 is the normal attack. Removing that skill and replacing it with a skill least does not make the parameters which affect normal attacks affect those skills. Say I...
  6. Darkbeetlebot

    How do I make skills count as normal attack, and allow changing equipment mid-battle?

    I have replaced the normal attack with a skill list of different types of normal attacks, but none of them count as normal attacks in the game engine. I need this to change in order to make some features I want for my game. Secondly, I can't figure out how to make the option to change equipment...
  7. Darkbeetlebot

    Is there a way to make faux non-euclidean maps?

    If it's really that noticeable, do you think there's any way around it? Or perhaps just another way entirely? Because if it's a stutter that's so small that a player who's ignorant of the trick probably wouldn't bat an eye, it may be something I can live with. Edit: After finally getting my...
  8. Darkbeetlebot

    Is there a way to make faux non-euclidean maps?

    For an example of what I'm talking about, look at footage of a game called Antichamber. My idea is to have a map which has invisible portals at different points that lead to other maps, but transition seamlessly instead of fading in and out so that the player THINKS they're in the same room, but...
  9. Darkbeetlebot

    Can't make finishing attack deal extra damage to weak enemies

    That seemed to work for the most part. Unfortunately, it's about at the character limit. The full code ended up being: b.hp_rate<=0.25?((1000-b.def)*a.atk*10/1000)-(b.def**0.9):((1000-b.def)*a.atk*1.1/1000)-(b.def**0.9) I kind of feel stupid for not realizing hp_rate was a usable variable...
  10. Darkbeetlebot

    Can't make finishing attack deal extra damage to weak enemies

    So I'm trying to make a Coup de Grace attack where the damage dealt is only 1.1*attack under normal circumstances, but it jumps up to 10*attack if the enemy is under 20% HP. However, all of the formulas I've tried so far just do not work at all. Using if b.state?(20% hp weakness state); (extra...
  11. Darkbeetlebot

    Mr Trivel's Item Info and item effect stacking

    So I'm using the above mentioned script for VX Ace, and I have a precarious problem. In my game, each weapon has a lot of effects that will no doubt spam the item info screen with tons of entries to the point that it can't display them all. It ends up looking like this: The weapon given is...
  12. Darkbeetlebot

    I can't figure out how Attack Times+ works

    That works perfectly, better than what I came up with. Thanks for that. This thread can be closed now.
  13. Darkbeetlebot

    I can't figure out how Attack Times+ works

    The problem with the former suggestion is that I need multiple skills. The script I was using as an attack replacer can only register one skill as the attack skill. In that case, I'll be forced to modify the core behavior. Question is now, how do I do that?
  14. Darkbeetlebot

    I can't figure out how Attack Times+ works

    Should be fixed now. I can't seem to get rid of that last tag, but the rest is there.
  15. Darkbeetlebot

    I can't figure out how Attack Times+ works

    So I've been trying to get the Attack Times + option in the weapon effects to work properly with my current attack system, but it seems to only work with one of the normal attack skills, and it's NOT the default one. To be clear, I'm using Yanfly Battle Command List to replace the normal attack...
  16. Darkbeetlebot

    Puzzle Trouble (Caution: long-winded)

    Appreciate the link. I'll bookmark that for later reference. I think I agree with you on all of your points, and am realizing that yes, having an ARG for the final dungeon's puzzle is kind of bad even if it might fit with the lore and intentional challenge level. Perhaps I'll just base it...
  17. Darkbeetlebot

    Puzzle Trouble (Caution: long-winded)

    As the horribly unfunny title may suggest, I'm having trouble with puzzles. Everything about them, really. Let me state my question(s) before elaboration. TL;DR: How hard should puzzles be in a thinking man's strategy RPG? Should there always be a failsafe to completely avoid the puzzle? How...
  18. Darkbeetlebot

    [VX Ace] Making DEF and MDEF work as damage resist percentage

    This is going to be a rather simple, minor tutorial on how to make your DEF and MDEF stats (whatever you call them in your game) act as a percentile to damage resistance rather than a classic flat subtraction to damage dealt. Something similar to this was done in Dark Souls 2 with the elemental...
  19. Darkbeetlebot

    Spell evasion and self casts

    I don't know if you figured this out, ever, but here's the answer. Easy, just make the healing skill a certain hit. It's a bad idea to have healing spells able to miss or fail anyways, and certain hit attacks ignore evasion.
  20. Darkbeetlebot

    Escaping battle - Conditional Route?

    Quite simple, really. All battles have a conditional branch in either the common events where you call from or on the map. One of these is "When escape" if you allow the player to escape from the battle. All you have to do is make as many switches as you think you'll need to change the game's...

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