This is all interesting food for thought. Logic as a sin is definitely meant in excess. On it's own it's a fantastic virtue, but too much can mar your experiences with less logical and more colorful things.
On the same hand, I should clarify the word 'Sin' here is meant 'in the most negative...
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...
The switch version would look something like this;
if 'Bob' is in the party,
"tournament_bob" = on
Remove Party Member: Bob
if 'Jim' is in the party,
"tournament_jim" = on
Remove Party Member: Jim
And then when you want to return the characters, probably in...
Say you have Actors Bob, Jim, Beezlebub, etc. There are a few ways to do this, depending on what kind of game structure you have. If you can only get the party members in a certain order, you could use a variable, with this kinda idea;
Conditional Branch: If 'Bob' is in the party
The place I change $game_variables is when the player selects the skill from the menu, as opposed to when the game subtracts TP from the actor, which seems to be after all the moves are assigned. So for the first move, $game_variables is the same as the actor's TP, but for the second...
I was more wondering about if there were general good solutions to that kind of function, but okay, point taken. The rest of my script is messy and uses game variables and stuff, because I'm groping my way through scripting blindly. But the idea is that I gave the player a lot of extra action...
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?
A little thing I find myself using a lot is local variables in scripts. On the line above $game_party.has_item?($data_items[x]), set @currentitem (or something of that capacity) to $game_variables[x], then replace $data_items[x] with $data_items[@currentitem]. Then you just set whatever variable...
Scroll down to Xypher's response to Harmill having essentially the same question. His is pointed towards the skill being stronger based on total number of states, but you could use this one specifically just for...
Under the 'States' tab of the database, you can define how many turns the states last, and if they disappear at the end of battle. If you want states of differing turn length but the same effect, that unfortunately means making multiple states.
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?
Calling a common event should do the trick. In the move, under Features (or Effects, I can never remember which one is under Skills), 'Common Event'. Parallel Process events don't run in battle, mind you, but if you trigger it, it should work.