- Joined
- Jul 6, 2020
- Messages
- 71
- Reaction score
- 9
- First Language
- spanish
- Primarily Uses
- RMMV
(speaking in player terms)
New ability, is a passive skill that would do the following: when actorX uses fire there is a probability that he will cast a different element spell.
(speaking as a developer)
I tried using a formula that was apparently a disaster. I will give you an example:
i put this into a <Pre-Eval Damage> because I didn't know where to put it. I'm questioning putting it in a 'Z' state
var reload = Math.floor(Math.random()*3);
if(reload==2){
var fireIce= Math.floor(Math.random()*3);
}
inside the <action sequence> I put this:
if reload==2 && fireIce==1
add state (x): user
end
if reload==3 && fireIce==2
add state (y): user
end
This was my big attempt, but I couldn't do it. somebody could help me?
At least states X and Y cause the player to cast the ability using a <Custom Apply Effect>
this is working.
New ability, is a passive skill that would do the following: when actorX uses fire there is a probability that he will cast a different element spell.
(speaking as a developer)
I tried using a formula that was apparently a disaster. I will give you an example:
i put this into a <Pre-Eval Damage> because I didn't know where to put it. I'm questioning putting it in a 'Z' state
var reload = Math.floor(Math.random()*3);
if(reload==2){
var fireIce= Math.floor(Math.random()*3);
}
inside the <action sequence> I put this:
if reload==2 && fireIce==1
add state (x): user
end
if reload==3 && fireIce==2
add state (y): user
end
This was my big attempt, but I couldn't do it. somebody could help me?
At least states X and Y cause the player to cast the ability using a <Custom Apply Effect>
this is working.
Last edited:
