01-17-2019, 12:43 PM
(This post was last modified: 01-17-2019, 12:43 PM by Steel Beast 6Beets.)
(01-13-2019, 04:42 AM)DerVVulfman Wrote:(01-12-2019, 12:03 PM)Steel Beast 6Beets Wrote: On a different subject, is there a way to make a status buff permanent on a player once they have learned a skill on XP?
Are you talking about having a status bonus effect such as "Haste"? I never saw anyone make a status effect fully permanent. Well, not one that is not concealed in some way (ie ... vampirism or something ^_^). It need not require a script either. Performing a test, I just took DAZZLE, and knocked off anything that made the state vanish: Unchecked the 'Release at the end of battle' , set 'after X turns' to 0, and set both chance to release values to 0%. Other than making Aluxes totally weak on combat it works just fine. I used an event and made him already "Dazzled" before he enters battle, and he emerges still Dazzled after.
At last I can reply.
Well, that's indeed what I'm trying to do. Thing is, those status would be granted by learning passive skills. I got the idea after playing Final Fantasy Brave Exvius. For example there's this character I got, Ravus, who gained a skill called "Magitek Arm" that boots attack by 30%, defense by 20% and fire resistance by 10%.
I did manage to come across a way to do this via common events for skills that power up elemental damage. Of course, that's possible only in battle. What I'm looking for is a way to make status that increment stats permanently, like the example above, once the character learns a certain skill.
Quote:NOW to describe the FUN NEW ADDITIONS!
DIAGONAL ACTIONS has been redone and with a major change. If the system is set to normal four-directional actions, the player and the enemies can only use normal cartesian movement. And with that, they can only attack straight ahead and in only the four directions permitted. Up until this point, the option for Diagonal Actions only permitted the player and enemies to move in eight directions and performed a sort-of- sweep melee attack in front of themselves. The only caveat is that a player, if armed with a keyboard script that permitted 8-directions, can fire missiles in all eight directions while the enemies only four. This is no longer the case.
The new option with DIAGONAL ACTIONS now permits eight directional movement for all parties, sweeping attacks, and eight directional missile fire... even for the enemies!!! Let me tell you, I died a good number of times in Crag Canyon with those damned bushwhackers around there. Oh, I can alter things by setting individual delays in action after they CHOOSE to fire... sort of like setting which one is a faster draw of the gun. But now, things have gotten cranked up in the missile combat.
Would the system require that the attack animations also be in 8 directions or can be done with animations in the standard 4 directions?