Yes, right!
The enemy hits the the result of normal hp + temporarily stock of 500 hp, if the hero has less when the buff ends it dies or stays with 1 hp (for me it's the same).
Exactly like in this skill:
https://wiki.guildwars.com/wiki/Endure_Pain
Is written in the notes:
This skill is best...
Hello, thank you for answering.
This works very close (I was not aware of the command user.addParam), but when it loses the buff the damage is reflected on the normal hp.
Example: HP before buff: 1000/1000, buff added: 1500/1500 enemy hit (for 300 damage) 1200/1500 HP buff end: 700/1000...
Hello,
I want to do a skill which gives a status buff to the Max Hp TEMPORARILY, and at the end of the status turns the hp returns to normal.
Example: Erick HP/Max HP: 1000/1000 after status buff (+500) it becomes Erick HP/Max HP: 1000/1500, at the end of the effect return Erick HP/Max HP...
I have long since abandoned the default front view.
I suggest you do a fake front view, in this way it has more control and more animations available.
How to do? Take a normal side view, editing the position parameters etc. so that it looks like a front view.
Atelier plug in can help you...
Exactly how a tag team would look but for the enemies,
is there a way to switch the enemy team during the battle, but preserving hp mp status etc. to the enemies?
I know I can do it without javascript, but I don't know how to memorize their current status.
To be clearer: I would like enemies...
Hello.
In YEP_ActSeqPack2 POINT function for "move target" has stopped working.
Got this error: undefined is not a function.
Others have the same error?
Maybe from the last update?
Hello.
I congratulate Lecode for the wonderful job.
I have a question:
Is there a way to set the square areas (for movement etc.) of the giants creature (like dragons) ?
Or some suggestions for how to do it.
Thank you.
Hello.
When the characters perform a skill the sprites overlap in the wrong way.
Is there a way to fix this annoying error?
I looked in the JS file, but I dnt find anything to solve.
This is an example of what I mean:
Yes, is the same.
If you mean, the animation is also triggered on a critical, is yes.
Instead if you want animation only on a critical,
in this case the action is this:
<target action>
move user: target,10
wait for movement
action animation
action effect
if...
Ok,I have solved, if someone can be helpful:
<target action>
move user: target,10
wait for movement
action animation
action effect
if target.result().isHit()
animation 1: target
ani wait: 5
else
</target action>
Result:
Hello.
Is there any way to make the animation only if it hits?
For example as in fighting games, starts the animation of a "fire dragon punch" and only if it hits show animation of the "spark".
Another example to be clearer:
<target action>
move user: target
wait for...
Hello.
The The High-Resolution .DLL Link give me a error, not sure if just me or not is longer available.
This is the error page:
Sorry, we couldn't find that!
[#10340]
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Feeling a tad frustrated designing one map of my project... MC is supposed to grab a key from inside a kofun to escape a certain area. Unfortunately, kofuns are cramped, dark and claustrophobic: not exactly many places to run and hide in horror games.
This is something I randomely made in my free time while trying to find alternative ways to post images here instead of imgur, hope it doesn't look too blurry or bad.
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