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3About AelarTassarion

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RPG Maker Information
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RM Skill -
Jack of All Trades
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I guess this is old but I'll ask anyway! I was wondering if this plugin would work for my D&D style system of hit accuracy. I want hit rate to be determined by a dice roll (Math.randomInt(19) +1) plus a proficiency bonus ( + ((a.agi - 10) * 0.5) compared to an enemy's defense (b.def). Does this plugin allow for that kind of formula? Something along the lines of: if (1 * (Math.randomInt(19) + 1) + ((a.agi - 10) * 0.5) > b.def attack hits, else attack miss. Also, does this plugin allow me to call custom stats added by other plugins?
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AelarTassarion started following D&D Style Damage Calculations - Formula Help! and Victor's Hit Formula Plugin Help
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I was wondering if this plugin would work for my D&D style system of hit accuracy. I want hit rate to be determined by a dice roll (Math.randomInt(19) +1) plus a proficiency bonus ( + ((a.agi - 10) * 0.5) compared to an enemy's defense (b.def). Does this plugin allow for that kind of formula? Something along the lines of: if (1 * (Math.randomInt(19) + 1) + Math.floor((a.agi - 10) * 0.5) > b.def attack hits, else attack miss. Also, does this plugin allow me to call custom stats added by other plugins?
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- hit formula
- damage core
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VE - Skill Ammunition
AelarTassarion replied to Victor Sant's topic in Completed Scripts/Plugins/etc.
If the item is set to non consumable, does this still take it away? Basically I want an actor to require an item like a magical focus in order to cast spells but for it to not be consumed. -
I'm trying to implement the CTB battle system yanfly plugin, and it functions normally apart from one blaring issue. A battle will run like this: 1. Actor turn. 2. Actor action. 3. Enemy turn. 4. 10-15 second delay. 5. Enemy action. 6. Actor turn. 7. 10-15 second delay. 8. Action menu appears. 9. Actor action. So basically, there's a HUGE delay between the turn switching, and an action occurring. Anyone know what's up?
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OMG I TOTALLY MISSED THIS REPLY THANK YOU! I've been away from MV for a while, and hence the forums too, much love <3
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Is there currently a quest log/journal plugin, or one in the works? Or is there a way to do it myself in a relatively simple manner? I want to implement one, but before I get too far into my game that it becomes a major hassle D:
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Hidden Choice Conditions
AelarTassarion replied to Tsukihime's topic in Completed Scripts/Plugins/etc.
Hey.. does quest received imply we can have a quest journal? Really wanting a plugin for a journal asap. -
Player stuck after event (YES, I sed the search function)
AelarTassarion replied to ChuckLee's topic in Editor Support and Discussion
I've usually found that for things like switch activated stuff, it's a lot safer to use parallel processes. I save autoruns for stuff that activates as soon as the player enters a map, and very little else. -
This is definitely the answer, I used the words rather than numbers and it all works sweet.
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- double equip
- engine
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Bumping this because there's no answer and I'm having the same problem right now :\
- 5 replies
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- double equip
- engine
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ModernAlgebra Quest Journal script problem - custom categories not showing
AelarTassarion replied to AelarTassarion's topic in Programming
Sorry, new to the forums, will note for next time! Oh... thankyou XD I feel like an idiot now hahaha. I did this the first time, but had to reset the script (?? idk why) and forgot to take that step a second time. Thanks for pointing that out!! -
Question with DLC Character Sprites
AelarTassarion replied to kimtaewoh's topic in Editor Support and Discussion
These are pretty much aesthetic questions, yeah? If so, it's really just up to how you want your game to look. Personally I think consistency is pretty important, so if your other characters have certain sprites, and you're using them, then it would probably look better to have matching sprites for the characters with 'missing' assets. -
Music Transitions between area?
AelarTassarion replied to AelarTassarion's topic in Editor Support and Discussion
I totally worked it out... there's no nice fade when going back into town, but it works nonetheless. I'll consider this resolved unless someone can tell me how to make it fade tracks. It currently fades via the door action triggers, as per the code in my original post. I've set the map settings to play the BGM I want, but it cuts out the interior BGMs upon returning outside. -
Music Transitions between area?
AelarTassarion replied to AelarTassarion's topic in Editor Support and Discussion
Yeah, every building interior shares a map, but I want different music inside places like the church and inn and stuff. Would changing it to go into each building (via the door action trigger), but setting a map theme for the outside work? Or will it not revert when you transition back to the outside despite the map settings having a theme? -
So, I've been getting into RPG Maker VX Ace heavily in the last few days, it's my first bout with the program and the language (before now I'd only ever learnt python........). Would say I'm getting pretty proficient and have some pretty complex variable and switch based conditionals (probably warrants a sarcastic hoorah from some people but I'm proud ) But one thing has me stumped. I have a door quick event on each building in my town, and attached to that is a BGM Fade from the town theme, a 60 frame wait, and then a theme for that building plays. However, when I want it to go back to the theme for the town, it doesn't work. I have a feeling it's got something to do with Town->Building (which works) being an action trigger, and Building->Town being a parallel process, but I'm not sure how else I can get this effect smoothly. Here is my code for the town to the building, which works great. And here's the parallel process for my interiors of the town to the outside. (All my building interiors for this town share the same map.) I have a feeling it's Parallel Process vs. Action Trigger, but I'm not sure how else I can get the effect I want.


