Passive Skills DVV - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Passive Skills DVV (/thread-896.html) Pages:
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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. |