TRIHAN'S PROFILE

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
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Sidhe Quest
When everything goes wrong, it's up to our heroes to go and do a bunch of other stuff!

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Slip into Ruby - Under the Hood part 16: Bo (window_)selecta(ble)!

It totally says part 16 in the title, I have no idea what you're talking about.

IT'S OUT! (Early Release Date)

I think I might do a Let's Play of this once my current scripting work is done. :D

MEMBERATION THREAD

I appreciate Marrend for pointing out the rules of the game.

Winterruption

Haha, Kylaila is best cheerleader. :D

New Developer Mapping Help Thread

There should be a little grass tuft tile right next to that one that will work better.

New Developer Mapping Help Thread

Not bad! You've got some nice variation with the foliage and vegetation, and you've used the tree clumping tiles appropriately. It's simple yet functional. The green and black smudges on the path look a little out of place: the green one is usually meant to be placed on grass, I think.

Any tips for an aspiring Jack/Jill of all trades?

author=Pancaek
author=Luiishu535
How do YOU deal with all of this stuff?
I flop around like a fish until something kind of works


A tried-and-true method that I use myself.

This community is amazing

I'm really glad to see that you've had a positive experience since joining us, and look forward to seeing great things from you. :D

[SCRIPTING] [RMMV] Referencing Hime's Weapon Damage in Victor's Dual Wield Plugin

Okay, in HIME_WeaponDamage.js, find the if (weapons.length === 0) { conditional on line 168 and change its ELSE block to this:

if (!BattleManager.isSecondAttack()) {
		return this.evalWeaponDamage(weapons[0], target);
      } else {
		return this.evalWeaponDamage(weapons[1], target);
      }

[SCRIPTING] [RMMV] Referencing Hime's Weapon Damage in Victor's Dual Wield Plugin

Okay, I've got the attacks being separated now:

With just a.weaponDamage(b):

a1 3, a2 4
a1 3, a2 3
a1 3, a2 1
a1 2, a2 2

With test bat and a.weaponDamage(b) * (a.atk * 0.2) + a.atk + (a.agi * 0.5) - (b.def * 2):

a1 18, a2 13
a1 16, a2 19
a1 26, a2 16
a1 15, a2 15

Full formula with rat stats:

a1 miss, a2 2
a1 1, a2 2
a1 4, a2 1
a1 miss, a2 1

That's with 100% dual wield multiplier btw.

Is that a bit more like what you were after?