S'up guys! I have a list of questions about scripting and stuffs and hope this is the right place to post it. Here we go!
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Question - 1
Lettuce made a script called "Custom Skill Damage Calculation", that made great help for my project, making organized formulas for damage and stuff... I've made 86 formulas but it can only use 100 ways, because of the DataBase default! So, anyone or even Lettuce can take a look at it and increase this limited amount?
Heres the script:
=begin
????????????????????????????????????????????????????????????????????????????????
? *** Custom Skill Damage Calculation *** ?
? By Lettuce. ?
? ?
?**Note** ?
? This idea was first brought to us by someone on creationasylum AGES ago ?
? So if you're that person, please contact me and I'll add your name ^_^ ?
????????????????????????????????????????????????????????????????????????????????
This script lets you create your own damage calculation formula for skills
The default formula takes the base damage and add 400% of user's ATK and
subtract 200% of target's def. Then apply element, skill variance and guard
status
But here you can make a completely custom formula. :D!
INSTRUCTION
This is how you do it:
1. Set the base damage of the skill you want to use custom formula with to 9999
2. Set the variance value to something different than others, this will be
used as a reference to the custom formula.
Example
when 1 #Skill with 9999 base damage AND 1 as variance value will use this formula instead of default one
damage = ( user.spi**2 ) #damage is user's spi squared (50 spi = 2500 damage)
@ignore_def = true #this ignores target's defence
@ignore_guard = true #this ignores guarding mode of target (normally guarding reduce damage by 50%)
**INFO** basic math operator
+ Add
- Subtract
* Multiply
/ Divide
% Modulus; give you the left over value after division (5 % 2
gives you 1 because 5 can be divided by 2 twice with 1 as a
remainder)
** Powering : 5**3 = 5 cubed = 5 x 5 x 5 = 125
Math.exp(x) Exponential : Math.exp(5) = e^5 = 148~
Math.sqrt(x)Square root : Math.sqrt(100) = root(100) = 10
rand(x) Returns random number between 0 and x
.floor Round down number
.ceil Round up number
**Multiplication and division are processed before addition and subtraction!
You can overide this by putting a bracket around addition or subtraction ;P
5*3+2 = 17
5*(3+2) = 15
Lets look at what sort of things you can use:
**user is the one using the skill, self is the target. If the monster is using
the skill, user.hp returns monster's hp and self.agi, return player's agi
user.hp self.hp
user.mp self.mp
user.maxhp self.maxhp
user.maxmp self.maxmp
user.atk self.atk
user.spi self.spi
user.def self.def
user.agi self.agi
user.hit self.hit
user.eva self.eva
and more o.o
Something to be careful of:
- You can use user.level and self.level BUT ONLY if you put
"if user.level != nil" OR "if self.level != nil"
because Monsters DOES NOT HAVE LEVEL! you'll get error if you don't
put that line in there. Same goes for critical
IMPORTANT!!
** total damage MUST be stored in "damage" variable.
** These variables gives you extra control
@varience - value used to derive variance, if you @no_variance is false
@no_variance - set to true if you want fixed value
@is_heal - allows damage to be less than 0. It can still be above 0 and hurt the target though
@ignore_def - ignores target's defense
@ignore_element - ignores element, no bonus or reduction
@ignore_guard - ignore guarding mode, no damage reduction
CUSTOMIZATION BEGINS AT LINE 102!
=end
class Game_Battler
#-------------------------------------------------------------------------
# * Alias List
#-------------------------------------------------------------------------
alias Lettuce_make_obj_damage_value make_obj_damage_value
def make_obj_damage_value(user,obj)
if obj.base_damage == 9999
@varience = user.hit
@no_variance
@is_heal = false
@ignore_def = false
@ignore_element = false
@ignore_guard = false
case obj.variance
#-------------------------------------------------------------------------
# ** Begin customization!
#
#
#-------------------------------------------------------------------------
#===============================================================================
# PHYSICAL DAMAGE CALCULATIONS
#===============================================================================
when 0 #Variance - P.DMG = 0
multiple = 3
damage = (0)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 1 #Variance - P.DMG = 100%
multiple = 3
damage = (user.atk)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 2 #Variance - P.DMG = 125%
multiple = 3
damage = (user.atk)*(1.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 3 #Variance - P.DMG = 150%
multiple = 3
damage = (user.atk)*(1.50)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 4 #Variance - P.DMG = 175%
multiple = 3
damage = (user.atk)*(1.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 5 #Variance - P.DMG = 200%
multiple = 3
damage = (user.atk)*(2)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 6 #Variance - P.DMG = 225%
multiple = 3
damage = (user.atk)*(2.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 7 #Variance - P.DMG = 250%
multiple = 3
damage = (user.atk)*(2.50)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 8 #Variance - P.DMG = 275%
multiple = 3
damage = (user.atk)*(2.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 9 #Variance - P.DMG = 300%
multiple = 3
damage = (user.atk)*(3)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 10 #Variance - P.DMG = 325%
multiple = 3
damage = (user.atk)*(3.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 11 #Variance - P.DMG = 350%
multiple = 3
damage = (user.atk)*(3.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 12 #Variance - P.DMG = 375%
multiple = 3
damage = (user.atk)*(3.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 13 #Variance - P.DMG = 400%
multiple = 3
damage = (user.atk)*(4)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 14 #Variance - P.DMG = 425%
multiple = 3
damage = (user.atk)*(4.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 15 #Variance - P.DMG = 450%
multiple = 3
damage = (user.atk)*(4.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 16 #Variance - P.DMG = 475%
multiple = 3
damage = (user.atk)*(4.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 17 #Variance - P.DMG = 500%
multiple = 3
damage = (user.atk)*(5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 18 #Variance - P.DMG = 525%
multiple = 3
damage = (user.atk)*(5.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 19 #Variance - P.DMG = 550%
multiple = 3
damage = (user.atk)*(5.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 20 #Variance - P.DMG = 575%
multiple = 3
damage = (user.atk)*(5.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 21 #Variance - P.DMG = 600%
multiple = 3
damage = (user.atk)*(6)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 22 #Variance - P.DMG = 625%
multiple = 3
damage = (user.atk)*(6.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 23 #Variance - P.DMG = 650%
multiple = 3
damage = (user.atk)*(6.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 24 #Variance - P.DMG = 675%
multiple = 3
damage = (user.atk)*(6.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 25 #Variance - P.DMG = 700%
multiple = 3
damage = (user.atk)*(7)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 26 #Variance - P.DMG = 725%
multiple = 3
damage = (user.atk)*(7.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 27 #Variance - P.DMG = 750%
multiple = 3
damage = (user.atk)*(7.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 28 #Variance - P.DMG = 775%
multiple = 3
damage = (user.atk)*(7.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 29 #Variance - P.DMG = 800%
multiple = 3
damage = (user.atk)*(8)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 30 #Variance - P.DMG = 825%
multiple = 3
damage = (user.atk)*(8.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 31 #Variance - P.DMG = 850%
multiple = 3
damage = (user.atk)*(8.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 32 #Variance - P.DMG = 875%
multiple = 3
damage = (user.atk)*(8.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 33 #Variance - P.DMG = 900%
multiple = 3
damage = (user.atk)*(9)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 34 #Variance - P.DMG = 925%
multiple = 3
damage = (user.atk)*(9.25)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 35 #Variance - P.DMG = 950%
multiple = 3
damage = (user.atk)*(9.5)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 36 #Variance - P.DMG = 975%
multiple = 3
damage = (user.atk)*(9.75)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
when 37 #Variance - P.DMG = 1000%
multiple = 3
damage = (user.atk)*(10)-(self.def)
damage = damage.floor #final damage, round down
@ignore_def = false #ignore target's defence
@variance = 3 #fixed damage
#-------------------------------------------------------------------------------
#===============================================================================
# MAGICAL DAMAGE CALCULATIONS
#===============================================================================
when 38 #Variance - M.DMG = 100%
multiple = 3
damage = (user.spi)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 39 #Variance - M.DMG = 125%
multiple = 3
damage = (user.spi)*(1.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 40 #Variance - M.DMG = 150%
multiple = 3
damage = (user.spi)*(1.50)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 41 #Variance - M.DMG = 175%
multiple = 3
damage = (user.spi)*(1.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 42 #Variance - M.DMG = 200%
multiple = 3
damage = (user.spi)*(2)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 43 #Variance - M.DMG = 225%
multiple = 3
damage = (user.spi)*(2.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 44 #Variance - M.DMG = 250%
multiple = 3
damage = (user.spi)*(2.50)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 45 #Variance - M.DMG = 275%
multiple = 3
damage = (user.spi)*(2.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 46 #Variance - M.DMG = 300%
multiple = 3
damage = (user.spi)*(3)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 47 #Variance - M.DMG = 325%
multiple = 3
damage = (user.spi)*(3.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 48 #Variance - M.DMG = 350%
multiple = 3
damage = (user.spi)*(3.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 49 #Variance - M.DMG = 375%
multiple = 3
damage = (user.spi)*(3.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 50 #Variance - M.DMG = 400%
multiple = 3
damage = (user.spi)*(4)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 51 #Variance - M.DMG = 425%
multiple = 3
damage = (user.spi)*(4.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 52 #Variance - M.DMG = 450%
multiple = 3
damage = (user.spi)*(4.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 53 #Variance - M.DMG = 475%
multiple = 3
damage = (user.spi)*(4.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 54 #Variance - M.DMG = 500%
multiple = 3
damage = (user.spi)*(5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 55 #Variance - M.DMG = 525%
multiple = 3
damage = (user.spi)*(5.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 56 #Variance - M.DMG = 550%
multiple = 3
damage = (user.spi)*(5.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 57 #Variance - M.DMG = 575%
multiple = 3
damage = (user.spi)*(5.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 58 #Variance - M.DMG = 600%
multiple = 3
damage = (user.spi)*(6)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 59 #Variance - M.DMG = 625%
multiple = 3
damage = (user.spi)*(6.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 60 #Variance - M.DMG = 650%
multiple = 3
damage = (user.spi)*(6.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 61 #Variance - M.DMG = 675%
multiple = 3
damage = (user.spi)*(6.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 62 #Variance - M.DMG = 700%
multiple = 3
damage = (user.spi)*(7)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 63 #Variance - M.DMG = 725%
multiple = 3
damage = (user.spi)*(7.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 64 #Variance - M.DMG = 750%
multiple = 3
damage = (user.spi)*(7.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 65 #Variance - M.DMG = 775%
multiple = 3
damage = (user.spi)*(7.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 66 #Variance - M.DMG = 800%
multiple = 3
damage = (user.spi)*(8)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 67 #Variance - M.DMG = 825%
multiple = 3
damage = (user.spi)*(8.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 68 #Variance - M.DMG = 850%
multiple = 3
damage = (user.spi)*(8.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 69 #Variance - M.DMG = 875%
multiple = 3
damage = (user.spi)*(8.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 70 #Variance - M.DMG = 900%
multiple = 3
damage = (user.spi)*(9)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 7 #Variance - M.DMG = 925%
multiple = 3
damage = (user.spi)*(9.25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 72 #Variance - M.DMG = 950%
multiple = 3
damage = (user.spi)*(9.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 73 #Variance - M.DMG = 975%
multiple = 3
damage = (user.spi)*(9.75)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 74 #Variance - M.DMG = 1000%
multiple = 3
damage = (user.spi)*(10)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
#-------------------------------------------------------------------------------
#===============================================================================
# POTIONS CALCULATIONS
#===============================================================================
when 75 #Variance - Potion [P] = 50%
damage = (user.maxhp)*(0.5)
damage = damage.floor
@is_heal = true
@ignore_def = true
when 76 #Variance - Potion [G] = 100%
damage = (user.maxhp)
damage = damage.floor
@is_heal = true
@ignore_def = true
when 77 #Variance - Juice [P] = 50%
damage = (user.maxmp)*(0.5)
damage = damage.floor
@is_heal = true
@ignore_def = true
when 78 #Variance - Cross = 30%
damage = (user.maxhp)*(0.3)
damage = damage.floor
@is_heal = true
@ignore_def = true
when 79 #Variance - Cross = 100%
damage = (user.maxhp)
damage = damage.floor
@is_heal = true
@ignore_def = true
when 80 #Variance - AGI = 1.000% Heal
multiple = 3
damage = (user.agi)*(10)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 81 #Variance - AGI = 2.000% Heal
multiple = 3
damage = (user.agi)*(20)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 82 #Variance - AGI = 3.000% Heal
multiple = 3
damage = (user.agi)*(30)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 83 #Variance - DEF = 1.300%
multiple = 3
damage = (user.def)*(13)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 84 #Variance - DEF = 2.500%
multiple = 3
damage = (user.def)*(25)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 85 #Variance - DEF = 4.000%
multiple = 3
damage = (user.def)*(40)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
when 86 #Variance - DEF = 250%
multiple = 3
damage = (user.def)*(2.5)
damage = damage.floor #final damage, round down
@is_heal = true
@ignore_def = true #ignore target's defence
@variance = 3 #fixed damage
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------
# ** End customization!
#
#
#-------------------------------------------------------------------------
end
unless @ignore_def #this deals with damage decrease from target's def
damage -= self.def * 2 * obj.atk_f
end
damage = 0 if damage < 0
unless @ignore_element
damage *= elements_max_rate(obj.element_set)
damage /= 100
end
#Variance Formula
if @no_variance == false
variance_range = (100 - user.hit) * 2 #skill variance, can change ;D
damage -= rand(variance_range)
end
if @is_heal == false
damage = 0 if damage < 0
end
if @ignore_guard == false
damage = apply_guard(damage)
end
if obj.damage_to_mp
@mp_damage = damage
else
@hp_damage = damage
end
else
Lettuce_make_obj_damage_value
end
end
end
My project will be really big. Right now it has about 4 hours of gameplay, reaching to the level 9 yet!! So I will really need more formulas because of the large amount of monsters and their skills that will appear.
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Question 2
I'm using the SBS Takentai on my project, and thinked for days to make this happen, but I couldnt!
I can't find a script showing the message "OverKill" working fine with this SBS but, thats not what I'm looking for!
I wanted to know if there is a way to execute a Common Event when finishing an enemy with certain skill, so with a Common Event I could make a animation for example: "Fatality", AND it work before the End Battle Scene starts if possible.
An example of this idea:
- Starts the battle, Enemy A, B and C showed'up
- Hero has used Normal Attack on Enemy A, the enemy died.
- Hero has used Piercing Strike on Enemy B, the enemy died, "Big-Hole!!".
- Hero has used Charging Strike on Enemy C, the enemy died, "Super Smash!!".
- Hero won the battle!
Of course I'm not using the standard system of RMVX to show those message, that was just an example so you guys could understand. Making this system will make the player be more excited to use special skills to finish off his opponent!
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Question 3
On SBS Configurations or other scripts uploaded on the internet, you can costumize your own battle moves on each skills, making the game more unique, but... Theres a thing that bothers me when making fast skills.
When you strike an enemy, he's delayed-- goes back, then come to the original location. When I try to use fast skills like Rurouni Kenshin, where he slashes his enemies very fast, the enemy is bashed behind too much to the point he desappears of the screen!
Is there some way to strike the hit but do not push the enemy back? With it I can do a 9-hits skill without worring about the target getting out of the screen. I use "OBJ_ANIM_WEIGHT" on the customization script.
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Question 4
Again at the SBS Configurations on battles, is there some way to make two or more party members attacking in one skill? Like Chrono Cross or Chrono Trigger?
An example:
- Starts the battle
- Hero A used skill "Brotherhood": Hero A and Hero B attacked in a dash n' slash movement at the same time.
I don't know if there is a way already but, if there is, can someone teach me? The project will have lots of scenes where you choose your party members and if you choose the right combination, it would be awesome if they have a team-skill!
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Question 5
This will sound very noob after all those questions... How I change the color of the HP bar? xD
I think the green bar is too much used nowadays!
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So, thats it!
Sorry if my english is kinda weird though, I'm brazilian!
Hope someone can help me here, thanks!