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Showing results for tags 'attack'.
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Okay guys, so here's my issue, I'm trying to design a skill called Aimed Shot, which applies a state called Aim to the user that gives them +30% to hit and THEN attacks the enemy they've selected. I've already asked for help on the rpgmaker forums, and someone told me to use: a.add_state(26); a.atk * 4 - b.def *2 Except when I use that the game crashes and I get the error message ------------------------------------------------------------ Script 'Game_Battler' Line 352: SyntaxError occured Unexpected tSTAR, expecting $end a.add_state(26); a.atk * 4 - b.def *2 ------------------------------------------------------------ I've tried putting the "end" everywhere but nothing works- not in the middle and not in the end. Does anybody know how to do this? I'm not much of a programmer so I'm pretty lost and the skill is essential for my combat system. Thanks in advance!
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where do i change the turn order formula?
PsychoByNatureX posted a topic in Editor Support and Discussion
Im just wondering where can i change the default turn order formula for determining who attacks first during battles. I know its to do with agility, attack speed and a random number in a formula but where can i edit this formula? Any help is appreciated thanks everybody So i found this online def speed speed = subject.agi + rand(5 + subject.agi / 4) speed += item.speed if item speed += subject.atk_speed if attack? speed end Im gonna ctrl shift F to look for this on the default scripts and fiddle around with it to try and make some magic happen. Its not in a formula like the damage formula so i dont know if the damage formula variables apply or not? Going to post in script requests since i have discovered that this formula may only be edited Via script. Not like damage formulas in the skill tab of the database lol -
Quick question. If a battler has more than one type of elemental damage active i.e. fire and ice, how does it effect elemental resistance? Does one just replace the other or would each be calculated at 50%? Thanks!
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Good morning! Anyone willing to share ability ideas?
Solomore posted a topic in Theory and Development
Im designing an RPG where there are several characters with designated classes. To fix some classes possibly being used over the other I plan on adding 3 specializations or "Sub Types" to each job. An example being my Mage (only showing a few examples rather than the whole plan) You can switch between them at any time but some require different stats, so choosing wisely is a good approach Mage- (Mage being ALL specializations and base character have access) Fire, Fira, Fiara Thunder, Thunda, Thundara Black Mage- (Subtype 1) (Pure Destruction) Firaga Thundaga Silence Blue Mage- (Subtype 2) (Support Mage) Aeroga M Barrier Dispel Spellblade- (Subtype 3) (Mixes Might and Magic) Enchant Weapon - Fire, Fira, Fiara Enchant Weapon - Leech, Drain Phantom Weapon (Passive Ability) I have 13 Spells in each category for the mage so that is but a taste of what I have for him. But the reason for posting is I need some ideas for some other classes. I wont share many of my abilities due to me being a secretive jerk ;P, but if anyone would like to help brainstorm heres what I got for others Engineer - Tinkerer, Grenadier, Entromancer (Time Mage) (Close to finished but need a few more in each category) The Engineer has a Hand Cannon attached to a large gauntlet. Think megamans cannon but more mobile Tinkerer uses small devices (ie Turret when hiding, Nano-Armor) Grenadier enjoys the use of Mines and Bombs Entromancer is self explanitory Soulknight - Dark Knight, Twilight Knight, Paladin (People might complain this is a copy of Cecil. Ive never even touched FFIV Dark Knight is about making people suffer Twilight Knight Dual Wields Light and Dark Paladin - Protection and Light Monk - Brawler, Spiritmaster, Conjurer Brawler - Hand to Hand Combat with a Gauntlet Weapon Spiritmaster - Think of a priest Salvemaker - Potions, Mixtures, Support, etc Ranger - Thief, Assassin, Hunter Thief is about quick attacks with DEX as a main stat, Evasion, Crit, and Daggers Assassin - Think WoW Rogue. Uses Poisons and Stealth to eliminate targets Hunter - Classic Ranger Warrior - Knight, Valkyrie, Berserker Knight - Sword and Shield Valkyrie - 2h Weapons or Polearms Berserker - Dual Wield Thanks to anyone who responds This is my First RPG so I expect to get some criticism, Please try to be nice and civil about it. -
So I'm in works on a crossover type game, but im really cramming time on going all out on features. It has really no story, all the game comic and movie characters in the game are collected by upgrading and buying card packs in which you randomly receive character and power up cards. Any how im looking to make this visually perfect and im new too experimenting with Animations so i wanted a little feedback and criticism before i carried on. Because I've got around 40 characters ready to go out on this project! http://youtu.be/1TmpCyvz9Ww?t=1s thanks for helping really looking to take all criticism and make the project better
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Hello, I read a few reviews on RPG maker games, and I noticed a repeating complaint: All the battles can be won by using the basic attack over and over. Thus, I created this topic, so we can discuss specific ways to prevent spam attacking. I understand in turn based RPGs, it can't be avoided all together, but it can be minimized. I'll start with one mediocre idea: - Penalize the player for randomly attacking by giving the enemy "paralysis armor." In other words, if the actor attacks the monster, it will induce paralysis on the actor. Thus, the actor won't be able to spam anymore! MUAHAHAHAHAHA! . . . I'd like to hear some ideas from you guys. ^__^