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Passive Skills DVV - Printable Version

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Pages: 1 2


Passive Skills DVV - Trickster - 01-01-2010

hohoho yep

in general for the actual effect its
<stat>:<expression>
then to link the skill/item to the effect
data_id => [effect_id, effectfadecond]
haha the defining stuff was like its own mini language but its kinda powerful

but yours is a lot easier to configure than mine

but yeah.

Heres a design question why have it do mean average for speed? if someone sets up a skill that doubles action speed. the player uses it but has 10 other passive effects on it and it and the effect is almost unnoticable since (2.0 + 10.0) / 11.0 ~= 1.1


Passive Skills DVV - DerVVulfman - 01-01-2010

Still tinkering with it. I didn't want the speed to go overboard either. Thinking about a few other options in there.

While Gazetting (working on the gazette), I think I see how you handled move speed. Not actually looking at the script... just from memory You used a place holder for the old speed and etc. Simple.


RE: Passive Skills DVV - DerVVulfman - 08-03-2011

BUMP!
to version 1.1


Apparently, there was a problem with the gold and experience passive effects causing a crash when you end battle. The bug was found by MimiChan, and just got squished.

Actually, I'm amazed no one saw the problem for two years it's been out.