SirCumferance

Member
  • Content count

    324
  • Joined

  • Last visited

About SirCumferance

  • Rank
    Advanced Member
  • Birthday 10/17/1976

Contact Methods

  • Skype
    sir.cumferance

Profile Information

  • Gender
    Male
  • Location
    Lakewood, Washington

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. I think you may have answered your own question, you could use the ID as a multiplier? I cannot code or anything, so forgive my amateurness. If you are wearing Armor ID 2, multiply it the Defense value by (Armor.ID*.25) or some such, so you only need to really do it the once.... Looking at it, it made more sense in my head, lol
  2. Thanks for this info, it really is useful. Now for my request How would one use JUST the weapon Attack parameter in a formula. I hunted and found 'weapons.at(0).params.at(0)' by my attempt to alter the numbers, add a.weapons.at(0).params.at(0) to it and such yielded nada.... help me out, again? Example: Guns do flat damage, so attacking with a pistol atk=25, I want it to deal 25 (plus variation) damage, not the total of the actors attack value. Ideally, I would compare this value to the defenders armor defense, so it is only blocked by armor, not all the defense thats been built up....cuz bullets EDIT: Got, used the paramBase to get the base attack, then just subtracted that from the Full Attack, giving me my result.... not pretty but it will work
  3. I will try and replicate when I get home, see what we can see.
  4. That should work just like a regular event. Make it check if you have an item (conditional) and if so, its open and if not....its not. Is the lockpick like a mini game or something?
  5. Works very well sir, many thanks. The timing is tricky but I tell you what, so simple and elegant
  6. Cannot seem to get her to aim before shooting with the standard method, I do like the Common Event route though, will try that. Thanks for the idea
  7. I am attempting to have it so the actor uses a Sniper Rifle, but adding a delay just makes her wait, then whip out the rifle for the shot. I want it pulled out, delay and THEN the shot....thoughts?
  8. I dont look as cool as my avatar but I DO have grey streaks, lol and if anyone wants to see more...
  9. AHA! I gotcha. So, for example, on attack you run a Common Event that adds +1 to a variable and in the damage formula you have it add the game variable? Maybe this? or this?
  10. I have seen a script that adds a State to user on use....you could probably use it to add a Buff State....maybe?
  11. Thanks, I have started a million but never finished a one, lol.
  12. Its so simple, I way overlooked it. A common event that checks for state x, if so, then remove state x and add state y.... Thank you man, simplicity at its best.
  13. I am using TP as a fuel for just about everything, attacking, skills and the like. BUT, I want the players to be able to walk around outside of combat and regenerate TP and of course, I have it so TP is preserved. BUT, I wanted to know if there is a way to tie TP regen to a variable, so that it can be improved through story events. I currently have a Passive State plugin, with 101% TP regen, but it doesnt stack so I cannot 'improve' it later in the game. OR...maybe make it so the steps taken can be linked to a variable so rather than the state ticking every 100 steps, its every 95...but only for that actor. You know what, the first one, help me with the first one please, lol.
  14. Nailed it, thanks for the help. for (var ammoId in skill.itemAmmoCost) { ammoId = parseInt(ammoId); if (!isNaN(ammoId) && (ammoId > 0)) { this.changeTextColor(this.textColor(Unco.Param.ammoFontColor)); //JFA//var text = 'x' + String(skill.itemAmmoCost[ammoId]) + ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + $gameParty.getItemAmount($dataItems[ammoId]) ) ); var text = String(skill.itemAmmoCost[ammoId]) + ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + $gameParty.getItemAmount($dataItems[ammoId]) ) ); this.contents.fontSize = Unco.Param.ammoFontSize; //this.drawText(text, wx, wy, dw, 'right'); //dw -= this.textWidth(text); //this.resetFontSettings(); if ($dataItems[ammoId].iconIndex > 0) { var iw = wx + dw - Window_Base._iconWidth; this.drawIcon($dataItems[ammoId].iconIndex, iw, wy + 2); dw -= Window_Base._iconWidth - 26; this.drawText(text, wx, wy, dw-14, 'right'); dw -= this.textWidth(text); this.resetFontSettings();
  15. I am using the ammo plugin and it has the icon, followed by the amount of ammo. Now, this takes up a lot of space so I shrunk the icon spacing (icon too) but the text is still after it, I need it ON the icon. I already removed the 'x' from the amount but I do not know how to move the text over the icon. Below is the relevant code....I think for (var ammoId in skill.itemAmmoCost) { ammoId = parseInt(ammoId); if (!isNaN(ammoId) && (ammoId > 0)) { this.changeTextColor(this.textColor(Unco.Param.ammoFontColor)); //var text = 'x' + String(skill.itemAmmoCost[ammoId]) + ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + $gameParty.getItemAmount($dataItems[ammoId]) ) ); var text = String(skill.itemAmmoCost[ammoId]) + ( (Unco.Param.showAmmoLeft === 'false') ? "" : ( "/" + $gameParty.getItemAmount($dataItems[ammoId]) ) ); this.contents.fontSize = Unco.Param.ammoFontSize; this.drawText(text, wx, wy, dw, 'right'); dw -= this.textWidth(text); this.resetFontSettings(); if ($dataItems[ammoId].iconIndex > 0) { var iw = wx + dw - Window_Base._iconWidth; this.drawIcon($dataItems[ammoId].iconIndex, iw, wy + 2); dw -= Window_Base._iconWidth - 24; The plugin is located here. Example: https://www.dropbox.com/s/75dlq9beeavgg0d/Ammo%20Cost.jpg?dl=0