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thanks! and sorry for asking silly stuff. Just to let you know, the "jump" skill still didn't work, even with quotes, in the damage formula. as a lunatic notetag, it did
EDIT: dang, I'll have to ask another silly question: am I setting up DirectionalAnimation wrong? I keep getting no animation in this one, for example (I've also tried with spaces: <directionalAnimation: 290> ,etc):
Yes, that is used incorrectly. You place a single directionalAnimation notetag, with only the one number for the down-facing animation- it will use the next three in line for the other directions. So, <directionalAnimation:290> will use 290 when facing down, 291 when facing left, 292 when facing right, and 293 when facing up.
I also forgot one silly quirk with cellTarget skills- If you're using the normal battle scene, the damage formula won't trigger unless the skill is capable of targeting an allied unit due to how targeting works. Of course, even if you set it to "user" it will still let you target your allies, so...
If you're using mapBattle it works even if you set the scope to None.
@Doktor_Q
Is it possible to add LoS to weapons, for ex. Bow weapon have LoS, so basic attack will have LoS?
LoS has the same rules as special ranges- it's applied to skills, not directly to weapons. There's a notetag in srpg_core to change the basic attack skill for each weapon, though, which is how I've handled, for example, a weapon without LoS, or that can fire in eight directions instead of four- making an alternate Attack skill for each unique weapon behavior.
@Doktor_Q If I want to use teleport skill, that damages nearby enemies, is it bossible to teleport before mini-battle scene started?
I was trying <before eval> from YEP_Skill core, but it isn't working (user is teleporting, but after battle scene).
Unfortunately, every piece of code related to the skill is executed within the battle scene itself, so I'm not sure that's feasible- maybe you could do some shenanigans with the "before battle" map event and trying to check what skill was selected, but I suspect that'd be rather complicated.