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I need a mathematical Genius (Rpg Maker VX "Generate Curve" mystery)

I don't know the exact formula, but I have a rough estimate.

s = d * (1 + c / 10 - c / 5 * L / 99)

c = The curving speed, from +10 to -10, including 0
d = The difference between the stat at Lv 1 and Lv 99 divided by 98 (aka average stat gain per level)
L = level before leveling up
s = Amount of stat gained when leveling up from level L, if the stat's value were to not be rounded down

t = b + L * d * (1 + c / 10 - c / 10 * (L + 1) / 99)

t = Base stat at level L
b = Stat at level 1
(The second c being also divided by 10 isn't a typo.)

Thus if d were to be 100 and c were to be +10, your character would start off by gaining 198 points at level 1, and that would slowly go down as you level up, until it becomes a mere 2 point gain from level 98 to 99. The opposite would happen if c were to be -10 instead. Remember this is only a rough estimate and these numbers won't match up exactly with the real ones, except for level 1, 99, maybe 2, and other low levels when the numbers are small (or any level if c is 0).

The Important Patch! v1.5

I somehow didn't notice this update until now. :(

Let's talk about cards, guys.

post=97594
AUTO-ABILITIES

Player Suggestion - This auto-ability made it to the list because the person who though it up wasn't a retard.

That line seems to be suggesting me to do this...

Here's a bunch of cliche auto-abilities(too lazy to think of a name for all of them):

Lower MP Cost (by 50%? activates based on chance? lower damage output/effects?)
Raise MP Cost (deal more damage to make up for higher mp cost?)
Nullify/weaken damage above or below a certain threshold based on something (take more damage when not nullified/weakened?)
Adrenaline: Raise Dmg/Def/Accuracy/Evasion depending on how low (or high) current HP : max HP is
Auto-Regen (10%/turn isn't as much as Sano; both sides get this?)
Auto-Degen (both sides get this?)
Every hit is a critical on the first turn (like Battlefield & Ambus;, maybe only the first combo?)
Increase critical hits' damage (affects both?)
Slightly reduce critical hits' damage taken (both sides?)
Slightly increase damage even further when hitting opponent's weakness
Slightly decrease damage taken when weak to it
Tiny Vampire-like effect from all attacks (activation based on chance?)
Anger?: Stat(s)/dmg output increase when hit by a critical hit
Prevent/migitate critical activation/damage of opponent (maybe both sides?)
Always go first/last (both sides having these would cancel each other out?)
All attacks have a chance to inflict degen
When inflicted with degen/debuff, increase stats/dmg
Cannot be inflicted with degen/regen (affects both?)
Fair/Honorable Fight?: No buff/debuff/regen/degen will work
100% hit rate or increased accuracy or ignore/lessen opponent's evade (for both sides?)
Undead?: Opponent receives damage when attempting a vampire-like effect instead of being healed
Prevent/migitate effects of healing from both sides
Counter/Reflect?: Return portion of physical and/or magical damage taken back to opponent
If one is inflicted with degen/regen, both get it
If one has a buff/debuff, both get it (combine this and the above together?)
Bypass drain resistances or less is healed (2nd version seems useless)
Reverse weaknesses/resistances

Let's talk about cards, guys.

post=97808
There's also scary boss/MC-only stuff like Wrathful God (Converts every 10 MP remaining into a low physical attack)

Wouldn't that make 1x Attack and Force Blade obsolete? It'd do more damage/MP than 1x attack and the same damage/MP as Force Blade, while not requiring the use of any card. The only point of using Force Blade would be to make room for other cards. :(

About being used only to make room for more cards, discard doesn't seem too useful and maybe very situational. It costs as much as using Terra on its own to deal damage. :(

Let's talk about cards, guys.

I was thinking of abusing Sano, but it seems like it's already been done. :(

Do DF and MG affect Lux/Atra's damage? I'll assume they don't for now. I reread the bottom of first post, weeee~

Cards: Atra x25 (or Lux x25)
Abilities: Auto-Magaugeo, Dark Boost, Ambush (if Auto-M is too good, replace it with Battlefield)
Stats: Focus on MP and Hands

Strategy: Use Atrarane until it is not possible to and then spend the remaining MP on Atra. Hope opponent dies quickly and preferably on the first turn.

Major weakness: Nearly any opponent that drains or nulls dark will easily win. :(

Cards: Atra x6, Exuro x19 (or any other element except Attack and Alumni)
Abilities: Auto-Magaugeo, Fire Boost, Chainmagic
Stats: Focus on MP and MG

Strategy: If opponent drains fire, give up. If opponent does not drain or is weak to fire, use Fire Conduct. After that, spam Exuroyte and Exuro, with priority on Exuroyte. If not in possession of any Exuro cards, use Atrarane/Atra.

Obvious weakness: An opponent draining fire (or whatever element is being used) will easily beat this.

It seems like physical is inferior. The physical Attack+Attack combo only deals medium damage, while the magical ones deal heavy damage. Physical-elemental attacks can only deal low damage while requiring two cards. A physical deck will also require at least 3 types of card to use insertelementhere Conduct, making it less reliable than a magical deck trying to do that. Its advantages are that its combos have a lower MP cost and it can use Vampire.

Code for player location on map?

post=97546
I did, they are both seprate variables.
However, VX gets wonky sometimes.
Doing it with a script seems to be the only way I'll get this to work.

I went to try and it seems to be working for me.
http://i25.tinypic.com/16bc13c.png
http://i26.tinypic.com/15nrqc2.jpg
(I have no idea why Tinypic decided to change the second screenshot to a .jpg, especially when the first one stayed as a .png...)

Edit: http://v3.tinypic.com/player.swf?file=nwiopg&s=3
Extremely crappy video showing what those two events do. I put a dog and a cat on the maps to differentiate them.

Code for player location on map?

post=97543
I know, but when I try to send him back to the original map, the new map's ID gets stuck.
You see, I am trying to make the player switch between two maps on three second intervals.
The map transfer is the hard part, everything else seems to work.


Unless I'm misunderstanding, you can simply change the variable with the map's ID's value or use another variable.

Code for player location on map?

If I understand what you're trying to do, then you could easily do this with an event and variables. Set two variables to the player's current X and Y positions, and a third variable as the target map's ID. Then, simply use those variables to designate the location to transfer the player to. "Control Variables..." is on the first page of the event commands and "Transfer Player..." is on the second page.

"Counter" mechanic

post=97520
if self.states_include?(24) #Determine if counter
user.hp- = attacker.atk * 1 - self.def * 0 #Do damage

So would this work If I would rather it work based on a state than an element?

Also, How would I force an armor to give an actor a state when equipped?

if @states.include?(24)
user.hp -= user.atk
end
This'll do what you're trying to get to work, assuming you want the one to counterattack to be the one with the state. "attacker.atk" won't work. I can vaguely guess it has to do with "def execute_damage(user)" mentioning "user", but I still don't completely understand.

A problem I've encountered with this counterattack method is that if a monster's HP reaches 0 through a "counterattack", it'll die but its image will still be there. Thus, I suggest you to find an actual counterattack script through Google or something. :(

As for the auto-state through armor thing, there's probably a script for that. I briefly looked through the editor and it doesn't seem to be a way to do it directly through it. You could do it with events, but copying & pasting a script would seem much easier.

Editz0rz: Google found this for me: http://www.rpgrevolution.com/forums/index.php?showtopic=14981&st=0
It seemingly allows a character to counterattack if they have a skill. I don't know if it activates passively or if you have to activate it since I did not try it. You're apparently required to register before you can view it though.

"Counter" mechanic

post=97516
if rand(200)> self.element_rate(18) #Determine if counter
user.hp- = attacker.atk * 1 - self.def * 0 #Do damage
end

Would THIS work?

Change the second line to :
user.hp -= user.atk
and it'll work. You can keep the "* 1 - self.def * 0" part, but it's useless.