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Charlie Fleed Wrote:Vengan Wrote:Hmmm, but what if I don't want to use these new formulas.
Can I deactivate them?
No, you can't deactivate them. The only way to change them would be to script another set of formulas and implement them in the current version, but I am not available for that kind of work.
Try to figure out if the current system is really that bad for you. Sure it's different but maybe you'll find a satisfying use for it.
It's not that I think it is bad. It's only, because I have to set and test all my skills new (and there are many of it) Hence I thought it could easy be switched to the old system.
But it seems that I have to go trough all my skills.
Nevertheless, thanks for you prompt reply. =)
EDIT:
Ok, I'm getting into it. Had to create an excel table with the formulas to have an overview ;)
Have a question about the elemental influence. Could it be, that the "B" makes 200% and the "A" 400% ?
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Vengan Wrote:Ok, I'm getting into it. Had to create an excel table with the formulas to have an overview ;)
Yeah, that's a good method. I use it myself.
Vengan Wrote:Have a question about the elemental influence. Could it be, that the "B" makes 200% and the "A" 400% ?
Are you asking if it already works that way or you want it to work that way?
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Charlie Fleed Wrote:Are you asking if it already works that way or you want it to work that way?
If it works that way.
Well, it should due to the results I get. (attack without element 6, with "B" 18, and with "A" 24)
I want to get sure if it is really like that, or maybe I've done a mistake somewhere.
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Element correction is 200% with "A" and 150% with "B" as coded in Game_Enemy line 124 and Game_Actor line 113. I didn't alter that.
Besides, your 24 and 18 values are in accord with these values, the only problem is that I would expect to see a 12 instead of 6 without element correction.
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Hmm, ok. I've to check that.
Thanks anyway :)
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Charlie Fleed Wrote:usedpilot Wrote:And the last thing I'd want to change is the cursor when selecting an enemy to attack or an ally to heal/buff, instead of it going through the enemies/allies with up or down, going back to left or right.
Only one ride at a time, man. I'm kidding, but that edit is sooo boring to do... I'll add this ASAP.
usedpilot Wrote:Thanks for the help and the battle system in general.
You're welcome.
Any luck with this Charlie? It was about the cursor when using your
default first person view alteration of this script.
And another thing (again, I hope it's the last time I bother you). Is it possible to change the turn and face graphics for characters as the game goes on? Like, say a character gets a wound on his face in the story. Is there a way to change the turn picture and face picture to a different picture that's not the character's name (or Character name 2 or something) to show a scar?
Thanks again.
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I found new bug
and 1 little question...
Why i cannot SUMMON?
Please fix this bug Charlie!!!
Script 'Summons 0.8'line 840:NoMethodError occured.
undefined method`available'for nil:NilClass
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@usedpilot
sorry, I'm not working on rmxp these days
@polo12
summons work fine in the demo,
remember that you cannot use summons in test battles and that interactions with other battle-related scripts can disrupt the operation of the battle system, so check that you imported and configured the script correctly and try everything without any additional script first
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Hey Charlie, I found a small glitch in your party switcher. In the party switch scene, you cannot put characters into blank spaces in your party. For instance, let's say you have a total of 6 members in your party. Then there comes a point where you have to split into two 3 member teams. When all 6 members get back together, there is an empty spot for the 4th member of the party. If you go to the switch party screen, you only can replace the people that are in your party, limiting you to only 3 members. I tried it on your demo(removed on of the characters) and it was the same. I ran into this bug when I had my main character go solo, then brought up the party switch screen and he was the only one that could be replaced, and I couldn't fill the remaining 3 spaces. I looked through the forum and didn't see this yet, so sorry if you have already addressed it and I missed it. Thanks for your help.
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Hey^^
Sorry if I'm bugging you, but when do you release the next version?
I just ask because I won't be very often around starting from the 1. July :/
(Going to the Federal Armed Forces).
EDIT: Also I have a question because of the battle formulas.
Dexterity should be for Gunners and Bowers to influence the attack.
But it does not only that in my game. It influences also the chance to hit the enemy.
That's a huge problem because I want just my gunners to have a great amount of dexterity points.
Now my question:
Is it possible to take the dexterity out of the influence on the hitchance?
EDIT2:
I think I found it, is it right like this:
# Second hit detection
eva = 1 #eva = 8 * self.agi / attacker.dex + self.eva
hit = self.damage < 0 ? 100 : 100 - eva
hit = self.cant_evade? ? 100 : hit
hit_result = (rand(100) < hit)
end