Just as the title says, is there any way to do a flat number instead of percentages for a state effect?
I have no idea if I can do this via the program or if there's a plugin that may work?
Any help is appreciated, thank you! :]
I know this code: $gameActors.actor(n)._hp = x
however I can only replace the x with specific numbers, I want to check for percentages, but I have no idea how.
Is there a way to use only script calls for this? Without storing numbers in variables, adding invisible states and the like?
I've searched for a plugin that could do this, but haven't found any.
Basically, some of the characters and/or classes in a project I'm working on have more than 100 max TP.
I'm looking for a way to create skills or items that can...
a. (mandatory) restore a percentage of the max TP of...
I'm using the DreamX_RandomPrefixesSuffixes plugin to generate random suffixes for my items.
Let's say I have 3 categories; Common/Rare/Epic.
I'd like the Common items to be sold at (base price - 50%),
Rare items to be sold at (base price )
Epic items to be sold at (base price +...
I’m making a state which will change an actor’s maximum HP while it’s applied. Adjusting the max value is easy, but I’d like to also keep the actor’s current HP at the same relative percentage from before the state was applied, and also after it expires. So for example:
- Harold has 150/200 HP...
Hey guys, sorry if this is obvious, but I tried to look for something similar, but maybe I'm just not good at looking for things lol.
But yeah, I'm trying to create a state that affects the damage rate of all of the affected actor's attacks (physical/magical/certain) to either do -10% to 50%...
Relative Basic Stats
Adjusts a battler's HP, MP, and TP values to remain relative to respective maximum values when modified by buffs, states, equipment, and levels.
Normally This Happens
Actor's HP = 800 / 1000
Buff MHP +50%
Actor's HP 800 / 1500
Although the actor's...
I need to be able to identify in battle if a particular actor's HP [actor ID = 2] is equal to or less than 35% of MHP using a troop event set to run every turn.
I can set a variable to MHP, and another to current HP but I cannot see anywhere in a conditional branch how to determine if the...
Hello everyone, this is my first post. :P よろしくお願いします
I'm aware of the problems people have with the poison state. It's uninteresting in general mob fights and too effective on bosses. Instead of making bosses immune to poison is it possible to have a character take basic attack damage each...
Hey everyone, I got a small request. How can I make something like this possible:
A Sniper is using a skill called "One Shot, One Kill". What this does is that if the target's HP is 25% or less, it would instantly kill him. So the formula I've tried - but not working correctly - is this...
This is going to be a rather simple, minor tutorial on how to make your DEF and MDEF stats (whatever you call them in your game) act as a percentile to damage resistance rather than a classic flat subtraction to damage dealt. Something similar to this was done in Dark Souls 2 with the elemental...
Name: Percent Equipment Stats
Author: Mr. Trivel
What does it do?
Allows for items to have percentage stat increases.
How to use?
Following tags influence stats item give when put...
hi so I was wondering how to do something, like, I'll try to explain it best of my ability. so I wanted to know how to make it where you could make 2 choices,and have a 50% chance of doing something other then the real out come,
1st outcome (the one you want) : you live