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buddysievers

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Everything posted by buddysievers

  1. buddysievers

    Overkill = Double Exp

    Ok this fixes the second bug, but there is still this little exp bonus when i kill them with weak attacks. Edit: Also can i change overkill_ratio > 1.25 to 1.50 that u need 50% more damage instead of 25%? Edit2: I get 4100 exp total now when i kill both without overkill... should be 6000 without.
  2. buddysievers

    Overkill = Double Exp

    this will produce undefined method actor in create_popup(["", nil], rule) if $overkill_flag && self.actor Edit: must be something like user.is_a(Game_Actor) i think Edit2: Its user.actor Thx soooo much for all of this! Edit3: Im sorry but there is still a bug, the exp behavior isnt correct. When i kill a Slime with 100MHP with 3 attacks like 30-40 dmg per hit i have an little exp bonus even there was no overdamage popup. Edit4: Also i have found an exp related bug, when i kill 2 Slimes with overkill which both give 3000 exp i have a total of 18000 not 12000...
  3. buddysievers

    Overkill = Double Exp

    I will check that Edit: Yep youre right, it comes up every time an enemy hits me after i killed an enemy with overkill.
  4. buddysievers

    Overkill = Double Exp

    So awsome! Works like a charm now, was it intended to show the popup not only on the enemy and on the actor battler graphic too? If not its not a problem i like that. Thx soooooo much for your help! Edit: I mean that second popup... Edit2: You have definitely a place in my credits thats for sure!
  5. buddysievers

    Overkill = Double Exp

    it wont crash anymore but there is no popup for overkill, just the normal damage display. Edit: it also seems as there is no exp bonus. Ive tried it with fighting 2 Slimes killed both with 1000+ dmg and no popup and no bonus exp. I have here the modified scripts:
  6. buddysievers

    Overkill = Double Exp

    Cool i will try that now! Edit: Im getting an error, undefined method "floor" for <Game_Enemy> at this line $bonus_xp =floor(self.exp * overkill_ratio) when i attack an enemy.
  7. buddysievers

    Overkill = Double Exp

    Thx for helpin' me out Shiggy! I will try the code in a few and check if everything works. So do you need any more information or is it finished so far? Quick overview: Popups show normal Damage + Overkill string The exp bonus % is the overdamage % so 1% overdamage means 1% exp bonus, that up to max 100% Overkill means you do at least 25% more damage then the enemy still have Exp get added to total exp and then shared under all alive battle members Edit: So actually its only an overkill when you do more then 25% damage then the enemy have left so you will start with 25% exp bonus up to 100%
  8. buddysievers

    Overkill = Double Exp

    ok np, and thanks alot so far!
  9. buddysievers

    Overkill = Double Exp

    the popup just shows the damage you do like normal and the overkill! string nothing more.
  10. buddysievers

    Overkill = Double Exp

    i dont know what do you think? maybe 25% ?! edit: like when you do 25% more damage then you actually need to kill @-{ Second Post - posted 8 minutes later ) or the best would be, the more percent you do overdamage the more exp bonus you will get... like if the over damage is 1% you get 1% exp bonus up to 100%. is that possible?
  11. buddysievers

    Overkill = Double Exp

    it would be nice if over damage is true when you do more damage then the enemy actually have. like you do 5000 dmg and the enemy have 4700hp (not max hp)
  12. buddysievers

    Overkill = Double Exp

    what do you mean with "and put this method before the end of the game battler class (around line 440)"? Edit: oh ok, ill wait.
  13. buddysievers

    Overkill = Double Exp

    Thx alot so far i will check that code right now! And no, the common event and switch are useless for me.
  14. buddysievers

    Overkill = Double Exp

    I would like to have it for the whole party. Also im using Hime's Shared EXP script i forget to mention that before. Look here:
  15. buddysievers

    Modulo formulas

    oh ok, thx for that shiggy! also the "value1.modulo value2" works so its possible to use both. its solved then i guess...
  16. buddysievers

    Modulo formulas

    Np Riki im clueless as you and all the stuff on google dont rly helps me cus im a noob in math I have found something i will try later when i come home... value = rand(100).modulo var Hope that will work in rgss too.
  17. buddysievers

    Modulo formulas

    the formulas are written like that, theyre from final fantasy 9 so there is no script yet. but its easy to modify the basic scripts and there a few custom damgae calculation scripts as well i think. what i need is to know how i use this modulo in a ruby calcluation. lets say Rnd is 44 and var is 255 then it would look like value = 44 MOD 255 i just need to know how to use this modulo stuff.
  18. buddysievers

    Show hidden event and move to player...

    well same for me so ill ask for some help. i had serious problems with my black chocobo script... thx for trying to help!
  19. buddysievers

    Show hidden event and move to player...

    Basicly i want the FF9 worldmap save system where you push a button and the mogry appears and ask you what to do. I know i could do a little bit in eventing but its also possible in script so its just one method you call and no autoruns or parralel process's. The event dont even needs to be an event i think or are the followers and the vehicles events?! And yep the NPC is flying but thats just cosemetic stuff. About the window, basicly its just a command window with 2 commands, Save and Use Tent. those methods i will do myself i just need the npc comes to me open window and leaves after in closes.
  20. buddysievers

    Fadeout spriteset before Aftermath

    Thx shiggy, works like i want it!
  21. buddysievers

    Final Fantasy IX Help (Updated to 1.10)

    Hey there, im still not done with important stuff in my project so i wont nlmake a TT plugin in the next time. But ive made alot of other plugins so if anyone needs help with them feel free to ask.
  22. buddysievers

    Final Fantasy IX Help (Updated to 1.10)

    @Sixth: Thx alot! @Amber: I want to use Triple Triad in my project too so i will make a plugin for it but atm im a bit busy with other things. Maybe next week...
  23. buddysievers

    Final Fantasy IX Help (Updated to 1.10)

    Here is all what i still have: https://mega.nz/#F!9RFFhaKY!UHS7xznzx93M0AzVqTrB3g
  24. buddysievers

    Final Fantasy IX Help (Updated to 1.10)

    Well this sounds strange to me and i just can think of possibilities which cause this bug... So best would be to send me a pm with a link to a demo of your project and let me take a look at it. Or you can post a list of all your custom scripts if you dont want to give out a copy of your project. Bad news is that tommorow is Somnambul (a big progressive trance event) and i wont be able to script for one or two days after that i guess... But i will take a look at it after this weekend, promised! Edit: Updated to 1.11 Didnt found any bugs but you can have window shadows now.
  25. buddysievers

    Final Fantasy IX Help (Updated to 1.10)

    Every bug is good when it get found, i will lookup this evening. Be prepared for an update. Edit: I tested Yanfly System Options in my 1.10 demo and it works very well, did you placed Yanfly's script below mine? FF9 Help should be above all other custom scripts! (I will update to 1.11 this evening when i came home and update the script header with this info. Also here is a working demo with Yanfly's script:
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