- Joined
- Nov 4, 2013
- Messages
- 72
- Reaction score
- 21
- First Language
- English
- Primarily Uses
Forgive me if something along these lines was posted elsewhere and I missed them; I looked first, to no avail. Between family obligations and some people quitting at work (leaving the rest of us to pick up the slack), I've not exactly had more than a half-day off for the last month and a half, which leaves me a little brain-fried. Not exactly an ideal state to try to program in, 'specially when still learning the language (whenever freetime arises).
Three things I'd like to enable for m' project:
Item #1: One of m' characters strictly uses two-handed weapons. I'd like to set it so that his weapons do extra damage. While that can be arranged via (excessive) elements, I'd like to avoid having damage pop-up scripts declare "Weakness" on the battle screen where no elemental weakness should exist (e.g., the guy starts with an ordinary zweihander that should have no alignment, but because it's "two-handed," the thing assumes it's an elemental break point and flashes it upon the screen in big bold letters whenever he politely gives out his ker-thwaps).
What I'd like to accomplish is to tag two-handed weapons as such, and check for two-handed weapon while running the damage. If no, calculate as normal. If yes, multiply the end result by 1.5 (since damage doesn't appear to be a float, I imagine the same can be done by multiplying by three immediately followed by dividing by 2).
Item #2: I'm going the Blue Magic route with one character, and a group of traditional Blue Magic skills is the level-dependent spells ("Lvl. 5 Death" is all-but guaranteed to one-shot KO all enemies whose level is a multiple of five, "Lvl. 3 Confuse" is all-but guaranteed to inflicts Confusion on all enemies whose level is a multiple of three, etc.). While nice-and-easy to assign for monsters, the party members' levels aren't static. There's also one such of these skills whose multiple is a variable: equal to the last digit of the party's money (if 0, calculate as if 10).
For this, party members will have to be checked. I figure it should wok by assigning a local variable to their individual levels, and mod 5. If result is 0, set elemental rate to obscenely weak vs. the element that exists purely for that tech. If not 0, set elemental rate to 0 for the same element. Rinse and repeat for 4 and 3.
For the messy one, it should work by taking the money, assign to a local variable, mod 10. If result is 0, set to 10. Then follow the above with the result, except this will also have to be done for each enemy in a troop.
Item #3: Another character is planned to use sword techniques as their skill list. I'm not seeing any reason a sword should be reflected by whatever bounces back spells. As such, I'd like to set some skills so that they bypass anything with magic reflect (I am thinking there should be some spells that cannot be reflected), and/or bypass magic evade.
Eliminating the magic evade should be, theorectically, easy: check for tag during the does-the-spell-hit section, if present, ignore the magic evade.
Not sure what to do about the magic reflection.
If there's a script out there that takes care of any of these, I am interested to see it, please. Thanks for any help.
Three things I'd like to enable for m' project:
Item #1: One of m' characters strictly uses two-handed weapons. I'd like to set it so that his weapons do extra damage. While that can be arranged via (excessive) elements, I'd like to avoid having damage pop-up scripts declare "Weakness" on the battle screen where no elemental weakness should exist (e.g., the guy starts with an ordinary zweihander that should have no alignment, but because it's "two-handed," the thing assumes it's an elemental break point and flashes it upon the screen in big bold letters whenever he politely gives out his ker-thwaps).
What I'd like to accomplish is to tag two-handed weapons as such, and check for two-handed weapon while running the damage. If no, calculate as normal. If yes, multiply the end result by 1.5 (since damage doesn't appear to be a float, I imagine the same can be done by multiplying by three immediately followed by dividing by 2).
Item #2: I'm going the Blue Magic route with one character, and a group of traditional Blue Magic skills is the level-dependent spells ("Lvl. 5 Death" is all-but guaranteed to one-shot KO all enemies whose level is a multiple of five, "Lvl. 3 Confuse" is all-but guaranteed to inflicts Confusion on all enemies whose level is a multiple of three, etc.). While nice-and-easy to assign for monsters, the party members' levels aren't static. There's also one such of these skills whose multiple is a variable: equal to the last digit of the party's money (if 0, calculate as if 10).
For this, party members will have to be checked. I figure it should wok by assigning a local variable to their individual levels, and mod 5. If result is 0, set elemental rate to obscenely weak vs. the element that exists purely for that tech. If not 0, set elemental rate to 0 for the same element. Rinse and repeat for 4 and 3.
For the messy one, it should work by taking the money, assign to a local variable, mod 10. If result is 0, set to 10. Then follow the above with the result, except this will also have to be done for each enemy in a troop.
Item #3: Another character is planned to use sword techniques as their skill list. I'm not seeing any reason a sword should be reflected by whatever bounces back spells. As such, I'd like to set some skills so that they bypass anything with magic reflect (I am thinking there should be some spells that cannot be reflected), and/or bypass magic evade.
Eliminating the magic evade should be, theorectically, easy: check for tag during the does-the-spell-hit section, if present, ignore the magic evade.
Not sure what to do about the magic reflection.
If there's a script out there that takes care of any of these, I am interested to see it, please. Thanks for any help.

