# COCICOOKIE'S PROFILE

A 24 year old Computer Games Development graduate from the UK. Not really much else to add here.

## Search

## Status Turn Limit Problem

Now I'm sure I've scene a script before, for the normal battle system, that fixes this, meaning that a 1 turn buff lasts 1 turn for everyone, not just the user. Does anyone have any idea if it exists and where I can find it? Or if that isn't possible a work around?

Thanks in advance.

## Does anyone know...

Thanks to anyone who can help.

## Anyone here used the KGCSkillCP script?

Here's an image of all the custom scripts I'm using in my game, along with the info for the add_battle_skill method:

## Sci-Fi Series'

Sooo I decided to watch Farscape all the way through from Season 1, and got to wondering to what I'm gong to watch after I finish all 4 seasons in terms of Sci-Fi. So far I can think of Battlestar Galactica (Definately will watch that at some point), Babylon 5, Star Trek (All of 'em... probably watch a different Sci-Fi in between the diff Series') and Firefly/Serenity.

Anyone know of any others? I'm not really that fussy so any suggestions are welcome.

## Anyone any good at looping?

I've tried looping myself but I can never get it quite right, so I was wondering if anyone else could try? I think the looping point is somewhere round the middle of the song.

Thanks in advance.

## So I got bored and...

Just a quick note, I haven't written any fiction in over 2 years - last thing I wrote was a comedic adventure story for my English GCSE (Funny enough, it was the only A graded work I did...), so I doubt it'll be really all that brilliant.

So yeah, read it, criticize it, whatever. I don't really care, I did it to try and get rid of some early morning boredom, which it suceeded in doing. Though I guess some advice how to improve it I guess that would be appreciated.

## VX - Script Problem...

*outputted*damage, it's just not coming out as predicted if the numbers put in are different.

The sections of the code I've edited and added are as follows:

Damage Algorithm:

def make_attack_damage_value(attacker)

damage = Math.sqrt((attacker.atk / self.def) * attacker.pow)

damage *= 5

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 = 1 # 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

damage = Math.sqrt((attacker.atk / self.def) * attacker.pow)

damage *= 5

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 = 1 # 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

(New) Level Modifier

def make_level_mod(attacker)

if attacker.level > self.level

leveldiff = attacker.level - self.level

levelmod = Math.sqrt(Math.sqrt(Math.sqrt(1+leveldiff)))

elsif attacker.level < self.level

leveldiff = self.level - attacker.level

levelmod = 2 - Math.sqrt(Math.sqrt(Math.sqrt(1+leveldiff)))

elsif attacker.level == self.level

levelmod = 1

end

if levelmod < 0.4

levelmod = 0.4

elsif levelmod > 1.6

levelmod = 1.6

end

return levelmod

if attacker.level > self.level

leveldiff = attacker.level - self.level

levelmod = Math.sqrt(Math.sqrt(Math.sqrt(1+leveldiff)))

elsif attacker.level < self.level

leveldiff = self.level - attacker.level

levelmod = 2 - Math.sqrt(Math.sqrt(Math.sqrt(1+leveldiff)))

elsif attacker.level == self.level

levelmod = 1

end

if levelmod < 0.4

levelmod = 0.4

elsif levelmod > 1.6

levelmod = 1.6

end

return levelmod

Now for the problem: if the character's Atk stat is reduced to be lower than the enemy's Def, then apparently outputted damage from the first section of the algorithm becomes zero, giving an output of 1 damage.

Having put the same algorithm and stats of the test character and monster into Excel, I've gotten numbers that are only slightly smaller than if their Atk is equal/greater than the monster's Def, meaning something stupid is happening in RPGMaker, but I just can't pinpoint it at all.

Any scripters think they might have a clue as to why it's not working right? Thanks in advance to anyone able to help.

## Thoughts on the Number of Skills/Spells per character.

Thinking along to an RPG I'm actually in process with on RM2k3, I've found that 20 Spells seems to be my amount for the two main spell casters in the group. Tiering them it'll probably work out roughly the same as above. It may be mere coincidence (Probably is) but I'm sure I've originally had another game where it has been roughly this number too.

From games I've played it seems to be a fairly standard amount of skills, with the amount of skills varying between characters and games (I'm sure I've played some FF games with more than that).

Really though, I'm curious as to what you guys think mostly, whether you have an amount you generally aim to have or if you just give each character a random amount and be done with it.IF it's the first is it usually loads and loads so that the player has to hold down for about 5 minutes (Okay slight exagerration there) to get to 'Apocalypse' orr is it very few so you can practically just tap down twice and all manner of hellish forces are unleashed on the foes.

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