CAMELLIAKITTY'S PROFILE
hi im camille!<3 slowly, ever so slowly learning pixel art so i can make stuff again
quietly being a diehard fan of Etrian Odyssey as always
24, living with my partner in colorado, transed my gender. guess IM the most perfect waifu now
quietly being a diehard fan of Etrian Odyssey as always
24, living with my partner in colorado, transed my gender. guess IM the most perfect waifu now
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Mods and Bots Mafia - Game Over
wow r00d #doublelynch YM+Gourd
...trying to login on my great-aunt's computer was harder than I thought. It kept correcting my username to wildness.
...trying to login on my great-aunt's computer was harder than I thought. It kept correcting my username to wildness.
Mods and Bots Mafia - Game Over
is lipton's... good? My only experience with them is some iced tea of theirs that my relatives always seems to have a giant jug of. The stuff's... okay, but rather boring. I tend to prefer tea hot anyway.
Hm, I also have some Tazo English Breakfast tea. I don't remember if it's good or not, though... I think it was. I'd make a cup but eh, don't wanna
Hm, I also have some Tazo English Breakfast tea. I don't remember if it's good or not, though... I think it was. I'd make a cup but eh, don't wanna
Mods and Bots Mafia - Game Over
Mods and Bots Mafia - Game Over
I'm joining! Mm-hm.
Bonezone.com
A site originally made for bad skeleton puns, the owner discovered RPG Maker and decided to make the site about that, while still keeping the puns. Somehow the idea actually works.
Bonezone.com
A site originally made for bad skeleton puns, the owner discovered RPG Maker and decided to make the site about that, while still keeping the puns. Somehow the idea actually works.
ffs the brand new Super Mario Maker disc was snapped again. Off to walmart...
Perhaps it's a sign from God that you should give up
joking. but dang, this one'll be what, your third copy of this game? And the game's what, 50 bucks? that's a lotta money
joking. but dang, this one'll be what, your third copy of this game? And the game's what, 50 bucks? that's a lotta money
[RMVX ACE] Questions galore. Can I even do this without a script?
[RMVX ACE] Questions galore. Can I even do this without a script?
Thanks a lot! the first option seems to work pretty perfectly. Though, I do have another question on it: how would you implement multiple different states? Say, wanting state 42, 43, 44, and 45 to all increase damage in the same way. I tried changing b.state?(42) to b.state?(2, 3, 5, 6, 7, 8), the desired states, however that just made the skill do no damage whatsoever, for some reason (course, putting just ONE state makes it work fine). ...Man, my knowledge on how to calculate damage formulas in VX Ace is apparently rather basic... So, would I have to put in b.state?(insert state ID here) multiple times, one for each state? Or something else?
Thanks for your help!
Thanks for your help!
[RMVX ACE] Questions galore. Can I even do this without a script?
I'd have named this something more relevant to the questions themselves, but I have too many questions for me to think of a conclusive title. Anywayyyys
Right, where to start? So basically, I've been trying to create a skill that does normal damage (like, normal attack sorta damage) or just plain low damage if the target doesn't have a certain ailment, but does a lot of damage if the target DOES. So, say I wanted the enemy to take more damage from this specific skill if they were afflicted with a negative status effect like Poison, Blind, Sleep, etc. How would I do this? Ideally, there would be two different damage formulas: one for the attack when the target has no ailment, and one for when the target DOES. I, however, have no idea how to do this. though the different damage formulas thing is cool, I'd be cool with just being able to have the attack have one damage formula, and just have the damage from that formula doubled or tripled with the conditions met.
Like I said, I haven't the slightest idea how to implement this. So I came up with a different idea: how about I give certain ailments like Blind, Stun, and Sleep Evasion penalties, and make the skill in question just be a skill with low accuracy? So you could have a skill that isn't great without the evasion penalty, but with the evasion penalty from certain ailments, the skill's great. The problem is... I'm not sure how to change the skill's accuracy. Now, I'm not talking the skill's Success rate, I'm familiar with that. I set it's success rate to 50%, and to test it out tried using it on a normal enemy, and a sleeping one, and a blinded one. It hit about as many times as you'd expect on a normal enemy, and though I was expecting it to hit the sleeping and blinded enemy every time, due to their evasion being lowered as low as it can go, the skill... still hit only half the time, which leads me to believe that success rate isn't affected by evasion (and presumably accuracy as well). So now I'd like to figure out how to change the skill's accuracy rather than it's success rate, but the only way I see is to change the user of the skill's accuracy, and obviously I don't want the user of the skill to only hit half the time with every attack.
Now, it seems like the latter of these two options would be easier to implement. It seems like something so obvious that I'm actually afraid I'm missing something stupidly obvious that would make this a cinch. But if I knew of that, I wouldn't be asking about this. So, to summarize, I'd like either a skill that does more damage when the enemy has at least one of certain states (like Poison, Paralyze, etc. states of my choosing) applied, OR I;d like a skill with low accuracy that's still affected by evasion, so if an enemy's evasion is set as low as it can go, the enemy will still be hit despite the skill's low accuracy. is there a way to implement either of these? Is a script needed for either of these, because if so I'm not against utilizing them. Also, just to check and make sure, if I want an enemy to get hit more, I most definitely need to lower the Ex-Parameter EVAsion, correct? That's a stupid question, but 'm just making sure.
Right, where to start? So basically, I've been trying to create a skill that does normal damage (like, normal attack sorta damage) or just plain low damage if the target doesn't have a certain ailment, but does a lot of damage if the target DOES. So, say I wanted the enemy to take more damage from this specific skill if they were afflicted with a negative status effect like Poison, Blind, Sleep, etc. How would I do this? Ideally, there would be two different damage formulas: one for the attack when the target has no ailment, and one for when the target DOES. I, however, have no idea how to do this. though the different damage formulas thing is cool, I'd be cool with just being able to have the attack have one damage formula, and just have the damage from that formula doubled or tripled with the conditions met.
Like I said, I haven't the slightest idea how to implement this. So I came up with a different idea: how about I give certain ailments like Blind, Stun, and Sleep Evasion penalties, and make the skill in question just be a skill with low accuracy? So you could have a skill that isn't great without the evasion penalty, but with the evasion penalty from certain ailments, the skill's great. The problem is... I'm not sure how to change the skill's accuracy. Now, I'm not talking the skill's Success rate, I'm familiar with that. I set it's success rate to 50%, and to test it out tried using it on a normal enemy, and a sleeping one, and a blinded one. It hit about as many times as you'd expect on a normal enemy, and though I was expecting it to hit the sleeping and blinded enemy every time, due to their evasion being lowered as low as it can go, the skill... still hit only half the time, which leads me to believe that success rate isn't affected by evasion (and presumably accuracy as well). So now I'd like to figure out how to change the skill's accuracy rather than it's success rate, but the only way I see is to change the user of the skill's accuracy, and obviously I don't want the user of the skill to only hit half the time with every attack.
Now, it seems like the latter of these two options would be easier to implement. It seems like something so obvious that I'm actually afraid I'm missing something stupidly obvious that would make this a cinch. But if I knew of that, I wouldn't be asking about this. So, to summarize, I'd like either a skill that does more damage when the enemy has at least one of certain states (like Poison, Paralyze, etc. states of my choosing) applied, OR I;d like a skill with low accuracy that's still affected by evasion, so if an enemy's evasion is set as low as it can go, the enemy will still be hit despite the skill's low accuracy. is there a way to implement either of these? Is a script needed for either of these, because if so I'm not against utilizing them. Also, just to check and make sure, if I want an enemy to get hit more, I most definitely need to lower the Ex-Parameter EVAsion, correct? That's a stupid question, but 'm just making sure.
What are you thinking about right now?
this is reminding me that I haven't practiced the violin today despite the fact that I suck and need to practice
*nervous sweating*
I've been playing for over half a year but still, I suck. I AM getting better though, slowly, slowly, god-awfully slowly... practice more, me!
*nervous sweating*
I've been playing for over half a year but still, I suck. I AM getting better though, slowly, slowly, god-awfully slowly... practice more, me!














