Thanks for the info. It's good to know, and maybe I can use it to help piece things together.
I'm wondering if it would be possible store the equip slots in an array and upon game loading run a common event that applies that. My only concern would be changing equipment before loading forcing...
@DarkPlasmaBall Do you have equipment (unequipped, just existing in your database) that adds the Fire Element to your characters' attacks?
If so, go to your game folder > data > and open Actors.json
From here, take a look at the line of text that says, "equips":
Is there anything in the...
I will give that a try and report back.
Edit: Unfortunately, I don't think that this works. It appears that defining the equip slots in the Subclass does not carry them over to the primary Class.
Subclasses would likely work if all equipments were unique, however, each character can equip two...
Hey @mjshi thanks for the plugin.
Just want to make you aware that it appears to be incompatible with Irina's performance upgrade.
Specifically the "Blur Menu Background" function. Setting it to true causes the following error:
TypeError: value.addLoadListener is not a function
I am using Yanfly's Equip Core plugin (http://www.yanfly.moe/wiki/Equip_Core_(YEP)) to assign equipment to my classes:
As the game progresses, I have characters change classes to gain access to additional slots:
However, I have a few issues with class changing being the solution...
Working with Yanfly's Critical Control plugin: http://www.yanfly.moe/wiki/Critical_Control_(YEP)
Having an issue where subtracting a percentage from Critical Multipliers just doesn't seem to work:
Switching the `-` to a `+` works perfectly, but I'm looking to lower critical hit damage when a...
This is pretty tricky because of the way the game stores item drops....
If each enemy only drops a singular item you can do something like the below:
var dropId = $dataEnemies[target._enemyId].dropItems[x].dataId;
var itemName = $dataItems[dropId].name;
text = ('Loot ' + itemName)...
Appreciate you doing this. Very helpful, and I've learned a fair bit just from reading the thread.
Wondering how to make a passive state that increases Critical Hit Damage and Critical Hit Rate by user.killCount()/1000 with a clamp of (0,400). So at most, both params are boosted by 40%...
In the damage formula, you can put the following:
(a.isStateAffected(x) ? 2 : 1) * (a.mat) - (b.mdf / 2)
Where X is the ID for the Pyromancer state.
The number before the colon (in this case 2) would be used if the user is affected with the state. You can modify it however you please.
Regarding your first question, just change the numbers inside the brackets:
\px is the left most column, \px is the center, and \px is the right.
Regarding your second question, I will have to do more research.
My game is a puzzle-RPG fusion about non-euclidian geometry, with the main combat system being running through mazes created by the bosses before time runs out, and most of the enemy names and designs are math puns... Is this original enough or need I go on?
I really hope that people like to read my "devlog" in this post. I made a little habit to always go on this post every month and update my progress it's a great way for me to tell myself this: You can do it!