Help for a newbie? Haha XD

Feliaria

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So, I've gotten help from here before in that my states weren't working (I needed to add icons to them... Who knew? >_>)


Anyway, I have a couple more questions.


First) Is there a way to limit damage dealt in a minimum sense? Like "I don't want attacks to deal less than x damage." This way I can build formulas that aren't too crazy-high  damage at level cap but that do more than Null at level 1. Conversely, if anyone knows a good formula that isn't the standard (atk-def) that works, that'd be nice, too. XD


Second) I'm using Yanfly's Class System script with the Class Unlock Levels add-on. What I want to do is when a character reaches the correct level to unlock a new class (I have it set for the character to unlock half their classes at level 7 and the other half at level 10.), a little tutorial-esque pop-up shows up at the end of the combat that says something like, "Congratulations! <Actor> has reached level <7/10>! <He/She> now has access to the following classes: <new classes>. To change to a new class, or to add a subclass, go to the Class menu in the Menu!" and then you would have two options, one that takes you to the class menu, and the other that lets you continue without changing class/adding a subclass.
 

bgillisp

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For minimum damage, you would either need a script or a clever use of the damage formula. I know there are many scripts that make all damage do a minimum of 1, I think if you search the master list you'd find several.


For a good damage formula, you'll need to tinker with it. Ask yourself how much damage do you want the player to do with certain values of ATK and certain values of enemy DEF, and tinker with it from there. Spreadsheets are good for this as you can set it up to let you see how much damage you'd do with x ATK and y DEF very quickly.


For the tutorial, that's tough to do after battle due to how processing works. I'll have to leave that one to someone who's more awake than me to answer, as it's late here where I'm at, and I'm drawing a blank on how to do it right now.
 

Feliaria

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Okay, cool! My biology lab last semester actually taught me how to work with Excel, so I can do that, haha!


That'll be the first problem solved, once I manage to find something I like :)
 

Ace VII

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For a controllable damage, just multiply your player's atk by 4 since the normal attack is multiplied by 2, that depends though on


how strong the skill would be. Damage formula are not that difficult to make, just take a look at the formula in the default skills


and edit or sort everything out to your liking and want.


As for the leveling up and unlocking something, just make a parallel process event and set an event


that has a conditional branch of a player reaching that level, but since that function is not supported,


you have to go around it by using a skill that is learn-able at level 7 and 10, and be sure that you copy


every event in all of your maps, and once the condition is met, create a new event page and set it into


a switch to end ALL the event processing permanently.


If you did not understand that at all, I'll add some screenshots later for more clarification.
 
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Feliaria

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I think I got it... I need to make a ghost skill for each character at level 7 and level 10 and set a common event to trigger when the character learns that skill? Is that any semblance to the truth?
 

Ace VII

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You got it quite right ^_^
 

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