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Basically in a another game I'm working on, I'm trying to to make a skill call "Mend" that has 20% to fail, but I don't want to see the "There was no effect on %1!" message at all, so I've figured a good way to get around it is to code it in Lunatic Mode, but despite reading all the tips & tricks tutorials I'm still deeply confused by what "evals" I should use?
All I know is that it is gonna involve Yanfly's Battle Engine Core, Skill Core, and maybe Damage Core?
The skill goes a little something like this:
All I know is that it is gonna involve Yanfly's Battle Engine Core, Skill Core, and maybe Damage Core?
The skill goes a little something like this:
- A message is sent to the battlelog saying: "(User) tries to mend its wounds..."
- A selected animation plays.
- A random number is generated between 1 and 0.
- If the random number is below 0.8, then it "succeeds".
- Then the user recovers 2.5 * MAT of HP with 10% variance.
- And if possible, then a additional message is added saying: "...and recovers (HP Recovered) HP."
- However if the random numbers passes 0.8, then it "fails", saying: "...but failed to."