Just to be sure, the damage formula calculates first, and then triggers the other effects, right? If it removes the debuff first, that would cause issues.
The consumption is a separate function(or rather consumption has two aspects, and I'm only asking for how to implement the other), because it would be inefficient to implement the removal of the debuff in the damage formula. Far better to just use built in remove debuff, unless that will only...
A skill I'm working on should do bonus damage for every stack of the agility debuff present on the target. I skimmed around the plugin's guide, but couldn't find anything that tells you have to use the current buff or debuff stacks in calculations. I saw an example of one in use, but I want to...
While Yanfly's Buffs and States Core allows for state stacking, outside calculations are necessary to make use of them. As far as I can find, there is no way to scale the passive attribute modifiers built into the states, or to add passive attribute modifiers that do scale. I would like a way to...
I'm looking for animated sideview battlers for Byakko, Genbu, Seiryu, Suzaku and Machine. Ideally with the metal bits recolored as gold or brass.
They can be smaller than their static counterparts, if that's less effort to make.
Oh boy there's a lot I can do with this. I'll need to figure out a good formula for scaling.
No issues here, right?
<On Event Creation>
var level = $gameVariables.value[11]
item.price = level * 10
item.params[0] = level * 5
</On Event Creation>
Given your response I think it's more likely I'm the one who misunderstood what you said.
I did find the section on the <On Creation Eval> but does not seem to list all of the possible commands. Only item.price. So, is there a list I can refer to?
The enemy levels ranged based on $GameVariables 11, so it's fine. What would the troop event look like though? How does it identify what item an enemy dropped?
I would like to be able to scale the base stats of a dropped item by the enemy that dropped it. I use a variable to scale up the enemy levels, so scaling by that variable would also work. Ideally, I would like to define a custom formula by which items are scaled.
I want to be able to disassemble items, but I don't want to have to bother with separate "disassembler" items. I would like for the disassemble button to simply disassemble the item, rather that select disassemblers. Is there a quick fix to skip over the disassemblers selection?
I was thinking about how funny it'd be if there was an 80's action movie parody based off of RPG Maker starring a protagonist called Sergeant John RPGMaker.
Hi guys do yall like the new way im going to do battle sprites? It dosnt actoully matter what you think im doing it this way anyway but uhm hey1!!!!!!!!!!!!!!!1!!!!11111!!!
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