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While I wait to hear from my Blackmoon Prophecy tester, I'm not doing much to the game. I'm making charsets just for fun, though. Not using these in Blackmoon Prophecy (except the soldiers and Narshe guard guy). Feel free to use any of them.










Trying to figure out why doesn't actually reset rage after every battle.
thanks melody
(i'm 99% sure i have the latest version and the version history makes no mention of this problem so)
:rage_reset => true, # Reset rage after each battle?
thanks melody
(i'm 99% sure i have the latest version and the version history makes no mention of this problem so)
You can always notify Yanfly of this issue so hopefully it is fixed in a new update :)
Anyway, working the first actual MAP of my current project, dum dum dum o.o
Anyway, working the first actual MAP of my current project, dum dum dum o.o
post=ClestI found the part of the code that handles rage loss after battle, can't find anything wrong in it to fix though. So I guess might have to do this.
You can always notify Yanfly of this issue so hopefully it is fixed in a new update :)
edit: lol forgot about this problem until now, HP degens also seem to do nothing

It was kind of cool when I drew it but now I think it has little to do with the theme of what I was making. I should just make a classic Sega Genesis RPG style window system graphic but in an easier-on-the-eyes gray instead of blue.
author=cho
Trying to figure out whydoesn't actually reset rage after every battle.:rage_reset => true, # Reset rage after each battle?
thanks melody
(i'm 99% sure i have the latest version and the version history makes no mention of this problem so)
Rage reset and <hp degen: x(%)> tags work just fine for me in the base demo, version 1.00m.
The Forbidden- Walls Of Dendri. (Dendri means tree, could have some kind gaia/tree of mana similar concepts)
I'll properly have to sacifice a few other projects for better ideas. heh.
I'll properly have to sacifice a few other projects for better ideas. heh.
author=choI had this problem, and I found all you need to do is set a duration for it other than 0% of going away. It's annoying if you want Poison that lasts forever, but with being able to change the damage done, you could just set it higher as a compromise.
edit: lol forgot about this problem until now, HP degens also seem to do nothing
Making some frankensprites and spriting for my game. I'm getting off my lazy ass and learning some spriting for a change, even if it's just heavily modified edits.
author=Crimson_Legionnaire
Making some frankensprites and spriting for my game. I'm getting off my lazy ass and learning some spriting for a change, even if it's just heavily modified edits.
Good attitude.
***
I've been fiddling around with GameMaker when not working on Karsuman and I's RPG.
hey now i'm intrigued. some of the parallex scrolling is a bit wonky, i don't think the background should always scroll when monsieur carré is moving, just when the screen is scrolling
Working out how to put this stuff:
Into melody. It's proving harder than I first thought...
#--------------------------------------------------------------------------
# * Calculation of Damage From Normal Attack
# attacker : Attacker
# The results are substituted for @hp_damage
#--------------------------------------------------------------------------
def make_attack_damage_value(attacker)
damage = 5 * Math.sqrt((attacker.atk * 1.0 / self.def) * attacker.pow)
damage *= make_level_mod(attacker) # base calculation
damage = 0 if damage < 0 # if negative, make 0
damage *= elements_max_rate(attacker.element_set) # elemental adjustment
damage /= 100
if damage <= 0 # if damage is 0,
damage = 0 # half of the time, 1 dmg
elsif damage > 0 # a positive number?
@critical = (rand(100) < attacker.cri) # critical hit?
@critical = false if prevent_critical # criticals prevented?
damage *= 3 if @critical # critical adjustment
end
damage = apply_variance(damage, 5) # variance
damage = apply_guard(damage) # guard adjustment
@hp_damage = damage.round # damage HP
end
Into melody. It's proving harder than I first thought...
http://wiki.pockethouse.com/index.php?title=Custom_Damage_Formulas
Melody is not hard when you guys actually read it.
:normal_atk => "5 * Math.sqrt((attacker.atk * 1.0 / self.def) * attacker.pow) * make_level_mod(attacker)"
Melody is not hard when you guys actually read it.
Yeah I saw that section, just didn't like the idea of having it all on a single line, I guess I like to format my code more neatly... naaa.
author=Craze
I've been fiddling around with GameMaker when not working on Karsuman and I's RPG.
the (correct) syntax you're looking for is "karsuman's and my RPG"
def dmg_calc(attacker)
dmg = 5 * Math.sqrt((attacker.atk * 1.0 / self.def) * attacker.pow)
dmg * make_level_mod(attacker)
return dmg
end
...
:normal_atk => "dmg_calc(attacker)"
author=CrazeWell, I got rage figured out (it was pretty obvious what the problem was and I feel pretty dumb now) but still no luck with HP degens. I'm not using any scripts that weren't designed to be Melody-compatible except a title screen script and kill autoshadows and I don't think either of them are interfering with status effect stuff so I dunno. I'll figure it out eventually.
Rage reset and <hp degen: x(%)> tags work just fine for me in the base demo, version 1.00m.





















