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Axolotls!
[RMVX ACE] Buffs, Debuffs not working.
I haven't tested it or anything, but I'm guessing it's that /999. If atk/def are also integers then it'll do integer division and can result in 0. Like if you have 50 DEF, 50 / 999 is 0.05, but with integer division that remainder is dropped and it becomes 0. If you change that 999 to 999.0, that makes it a floating point number instead of an integer and 50 / 999 will become 0.05 instead of 0.
Again, haven't tested but try that and post if it did the trick or not.
Again, haven't tested but try that and post if it did the trick or not.
So my dad died
Please convince me to drop the cash for MZ
Ideas for Quirk system (similar to Darkest Dungeon)
I use passive skills: A skill that when an actors has it they gain a state. Easy to control within RPG Maker, but you do need a script/plugin/other hack to make it associate a Skill with a State to make it work.
Here's states are states that,has auto passive state notetags.Yanfly's for MV since you mentioned a plugin so I assume you're using MV.
e:
Just make 'em a category or so in the skills list so quirks and related stuff are separate from usable skills and the description of the skill itself can cover what the effect of the passive state is. I think you need the passive state to have no icon (icon index 0) so it doesn't fill up the actor's list of states with passives.
Here's states are states that,has auto passive state notetags.Yanfly's for MV since you mentioned a plugin so I assume you're using MV.
e:
Just make 'em a category or so in the skills list so quirks and related stuff are separate from usable skills and the description of the skill itself can cover what the effect of the passive state is. I think you need the passive state to have no icon (icon index 0) so it doesn't fill up the actor's list of states with passives.
Trials of MZ
Trials of MZ
Equipment is calculated on the fly. When calculating the paramPlus it gets the base param plus (from stat gain items) and then the sum of all bonuses from equipment.
This is the MV code bit for it:
This is the MV code bit for it:
Game_Actor.prototype.paramPlus = function(paramId) { let value = Game_Battler.prototype.paramPlus.call(this, paramId); for (const item of this.equips()) { if (item) { value += item.params[paramId]; } } return value; };
Trials of MZ
author=Marrend
I'm getting used to not having access to the codebase from the engine, itself. There was something I wanted to look up. Such as how I wanted the "Attack" skill/command to calculate it's damage value. I believe it's...4*a.parambase(3) - 2*b.def
...this. For monsters, I don't think it matters if I use "a.atk" or "a.parambase(3)". However, for the player character, I'm specifically looking for the value before equipment bonuses are applied. The equipment bonus would be from a gun, which has skills attached to it that consumeMPammo. Those skills are processed with the full value, and, or course, have a larger base-value. Though, I also want to have Stat-Stones in the game, and I think they increase the "paramplus" attribute? Which also happens to be where equipment bonuses are stashed/stored? Might need to test that theory.
Maybe just skip the paramplus and combine it yourself?
a.parambase(3) + a._paramPlus[3]
Or just reuse the Luck attribute for it, I was kinda thinging about doing that for some other stuff (separating weapon power from stats) but it's a week long game and I'm already doing too much dumb stuff.














