Jump to content

ProjektCyphur

Member
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

0

About ProjektCyphur

  • Rank
    Newbie
  1. ProjektCyphur

    Core Mechanics - "Mana" drain, then HP

    Dumb me. I was just leaving it as a common event. I created an invisible event that runs as a parallel and calls the common event. It works now. Exactly the way I wanted to. I was headed the right direction, but I don't think I would have figured it out without your help. Thank you, very much. I really appreciate it. I'm making this game for my girlfriend and she is going to love this mech They states weren't even appearing, but once I created a parallel event that calls the common event you made, on the map I wanted it on, it worked just fine
  2. ProjektCyphur

    Core Mechanics - "Mana" drain, then HP

    So, I just tried exacall what you had in your last post, nothing. I don't even get the mana drain I should clarify, the only difference I have is the map ID is set to 5, when I got to map 5, nothing happens. No mana drain, no health drain.
  3. ProjektCyphur

    Core Mechanics - "Mana" drain, then HP

    My original looks like that without the Map ID. I'm at my pic now, so I am going to give it a try.
  4. ProjektCyphur

    Core Mechanics - "Mana" drain, then HP

    Thank you for such a quick reply! I was playing around with it last night, into the wee hours, I was up till 8th trying to figure things out. I didn't put the Mana Drain on a comment event, I put it as a Passive State using Yanfly's Passives. Your comment event looks like it'll do the trick. I have an issue though. I was using a comment event to switch from MP drain to HP drain. (I am on my tablet, so I don't have pictures to show, so I hope I can explain. I set up a common event, set it to parallel defined a variable (playerHealth) to be equal to actor1's MP ran a condictional branch that checks if playerHealth is equal to 0. If it is, apply state HP drain. This never works. It will not apply the state when MP gets to 0.
  5. Greetings community. I do not post much, but I read a lot. Whenever I am stuck, this is my go to place. I hope I have posted in the right place. Truth be told, I am not 100% in which category this topic should fall. On to the post. I am currently working on a "ghost hunting" game, and my core mechanic for the game is as such. When the player enters the "haunted" area, they use a Flashlight, which, would have a passive state (From Yanfly's Passive States) that drains mana every few steps. That is the easy part. Unfortunately, I can read most coding languages but I can only write basically. What I don't know, is how to have the Passive mana drain, only work when in the haunted area, however, the BIGGEST issue I am facing, is this: When the player runs out of Battery life, they start to take "Fear damage" and their health slowly drains in place of mana. Question, is how can I have the Health drain active, ONLY if the player has 0 Mana. I'd like it to turn on at 0 Mana and should the player pick up and use a Battery, the health drain will turn off. Also, how can I have these passives active, only on selected maps? Any feedback would be great, thanks.
  6. ProjektCyphur

    Falcao Pearl ABS Liquid V3 update

    First off, I just want to thank you, for such an amazing ABS. I am so impressed with this, it has really revolutionized my game, which has been in development for the last year. My only question, is probably something simple. I can get Enemies to recognize the player and to chase them, however, they reset too easily, it's almost as if they have ADD or something. In short, I want to enemies to, once seeing the player, to continue chasing them until killed, or the play switches maps. I want them to remain engaged in combat, until one of these two things happen. Also, I cannot seem to get enemies to attack, ONLY if the play is 1 square away. So, I want to get enemies, to chase the play, until they die, or the player changes maps, and to only use a weapon or skill, if the player is right next to the mob (1 square.) Any help, from anyone who could help me figure this out would be greatly appreciated. Everything else, is just great. I've been playing around with it, and understand it well, very user friendly, easy to use. I see the power and potential is this and I want to thank you again, for all that hard work that has gone into this.
×
Top ArrowTop Arrow Highlighted