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Paper Mafia
[Help] No Encounters Accessory [2K3]
Paper Mafia
I've been staying out of questions around role mechanics for obvious reasons, but Word of God must state for the record that there are no hints whatsoever in the flavour text.
Your future goal as a developer / artist / writer / etc
My primary goal is to finish the game I've been working on in various forms since 2001. Once that's out of the way, and I've got a new job and had the wedding, I hope to be able to set aside some capital every so often with the eventual goal of hiring some other staff and developing other games I've got kicking around my head (whether using RM or another tool).
What'll probably happen is that I'll spend another 30 years not finishing Tundra and you'll all be here listening to me bitch about it. :P
What'll probably happen is that I'll spend another 30 years not finishing Tundra and you'll all be here listening to me bitch about it. :P
[Help] No Encounters Accessory [2K3]
If Avoidance is the only armour that deals with encounter rates that's fine. For future reference though, if you ever do have multiple items that affect encounter rate you should branch them in order from 0 upwards to make sure you're always setting the appropriate rate.
[Help] No Encounters Accessory [2K3]
The problem with that is that your branch for any accessory that will definitely result in an encounter rate would have to be in an "else" branch for a conditional that checks for accessories that nix the encounter rate entirely, but if you do that your approach would work.
[Help] No Encounters Accessory [2K3]
That's probably it actually. You've got one parallel process event checking for a no-encounter accessory and setting it to 0, then one checking for an avoidance accessory and setting it to -something-. They won't be compatible.
I would probably consolidate all equipment checks that affect encounter rate into a single parallel process and prioritise the check for no-encounter accessories before branching for others.
I would probably consolidate all equipment checks that affect encounter rate into a single parallel process and prioritise the check for no-encounter accessories before branching for others.
Paper Mafia
There is an air of uncertainty and distrust in the air when the fog finally lifts. The villains' numbers are dwindling, but it's not over yet.
chana decides to take a roll call.
"chana, check!"
"MirrorMasq, check!"
"SorceressKyrsty, check!"
"Marrend, check!"
"MrChearlie, check!"
"CAVE_DOG_IS_BACK, check!"
"Gourd_Clae, check!"
"ldida1, check!"
"Yellow Magic, check!"
"rabitZ, check!"
"...Zeuzio?" chana asks warily.
"...ZEUZIOOOOOOOOOOOOOO!"
Zeuzio has been ejected. Has was an audience member.
Hero phase 4 has begun. It will end at 10:17pm GMT on May 15th.
chana decides to take a roll call.
"chana, check!"
"MirrorMasq, check!"
"SorceressKyrsty, check!"
"Marrend, check!"
"MrChearlie, check!"
"CAVE_DOG_IS_BACK, check!"
"Gourd_Clae, check!"
"ldida1, check!"
"Yellow Magic, check!"
"rabitZ, check!"
"...Zeuzio?" chana asks warily.
"...ZEUZIOOOOOOOOOOOOOO!"
Zeuzio has been ejected. Has was an audience member.
Hero phase 4 has begun. It will end at 10:17pm GMT on May 15th.
[Help] No Encounters Accessory [2K3]
Not quite sure what's wrong, I did it myself in 2k3 and it worked fine. No encounters with the accessory on.
I'm not insulting your intelligence or anything, but switch 5000 has been turned on, right?
I'm not insulting your intelligence or anything, but switch 5000 has been turned on, right?














