Things mentioned in main post is really all that I want to do with this.
More specifically, I want to setup some kind of preset of damage formula that easy to edit in future.
For example, let's say I want to have two large category of skill dmg: weak / strong
weak: a.atk * 2 - b.def * 1 +...
I know I can use variable by v[x] code but what I want to do here is storing the whole formula(ex: 'a.atk * 2 - b.def' to variables) in variables, and using it in skill's dmg formula box, so I can just use 'v' as a formula, instead of typing a.atk *2 - b.def everytime.
I tried to do this...
Hi. I would like to ask how can I conditionalise the skill execution.
For example: Using skill A while having certain state effect result in skill to fail (in technical, it just fires different skill).
I tried to make this by using of dummy skill chained with common event, but it feels like...
Why not on steam, tho?
I mean this definitely looks like most steam-legit RM game I've ever seen and it just humbly resign to ichio? Hmm..
Although I probably not gonna buy your game simply because it's not my element, but I hope best of luck for your game.
Oh it's really a bug then. I'm Ok with it I was bit concerned whether it's me wrong or bug, because there are chest in the room and nobody
asked about this in thread. haha
Enjoying game so far. Good luck to next one!
I have a question about one of the queeze.
It says: A girl is twice as old as her brother and half as old as her father. In 50 years, her brother will be half as old as his father. How old is the daughter now?
It seems question have a multiple answer so either me somehow misunderstood...
Maybe it's just me...but it feels like everyone else has perfectly normal and respectable game threads except for me and @TESTOSTERONE, whose threads are a mess of discussions and jokes with very little relation to our actual games.