- Joined
- Apr 17, 2020
- Messages
- 251
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- 258
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- Filipino
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- RMMV
As title says.
If you know League of Legends, I'm basically asking to recreate the same function. For those who don't know: Playable characters in League of Legends have active abilities that go on cooldown after use. However, there are parameters that can lower the number of seconds that skills will be on cooldown after use. For the purpose of RPG Maker, we have this in turns.
Now, YEP's Skill Cooldown plugin *does* have a feature I can use to achieve this in the <Global Cooldown Duration: x%> and <Global Cooldown Rate: x%> tags, but I have issues with them, namely:
TIA, Marx
If you know League of Legends, I'm basically asking to recreate the same function. For those who don't know: Playable characters in League of Legends have active abilities that go on cooldown after use. However, there are parameters that can lower the number of seconds that skills will be on cooldown after use. For the purpose of RPG Maker, we have this in turns.
Now, YEP's Skill Cooldown plugin *does* have a feature I can use to achieve this in the <Global Cooldown Duration: x%> and <Global Cooldown Rate: x%> tags, but I have issues with them, namely:
- They do not have a maximum limit. In League, the maximum CDR you can have is 40%, with an ability that allows it to be 45% instead. The maximum limit exists in League as a game-balancing check, and I would like to have it for the same purpose as well.
- These tags calculate multiple values multiplicatively, unlike in League where it is calculated additively. This can make the Duration tag super powerful and the Rate tag very weak.
- The final result does not round off the decimals. I would have no issue with this if I am using a time-based battle system, but I am not using one. As a result, using a skill and then seeing those decimals takes me out of it, and I presume players would be as well. Managing CDR is something the players will be able to do, and it feels like cheating to withhold them from using a skill just because the final cooldown had a decimal, and regardless of a decimal's value, it will always be treated as 1 more turn.
TIA, Marx