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Passive Effects V5.0

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i think we make a list of possible effekts with this.
i need:
-Zombie/Undead (light-heal damage and dark-heal not)
-Element Reflector (you can send the spell to the enemy)

question: is this script compatible with bag of skill effects?
or can someone include this effects?
 
for Zombie undead status you can probably do something like

"healing:*-1"
"elem_resist<Light>:=100,elem_resist<Dark>:=-100"

something along those lines would do

as for Element Reflector you can't do that

they should in theory if you placed Passive Effects below Skill Effects if you have a problem send me a demo with both of them and explain the problem with them
 
Long time no see you Trickster (hope you're fine). Last time i saw this script was in it's 2.0 version, i guess. Now that i have this new version (and believe me, it's
incredible the compatibility work that you guys did) i'm having the following "problem": the first time i putted this new version in my project, the damage caused in battle wasn't showing. Ok, i changed the order of the passive skills to be only below SDK, MEthod and Library and the new RSC(new for me, of course). Since i'm using Dervv's animated battlers, i thought maybe something is his cbs was making this problem. In fact, i guess it did, because this problem disappeared. But now all my skills damage aren't visible. Do you know what could be causing it?
 
Hey Trick, I once again have a question for you.

Would it be possible to set up a passive effect whereby a regular attack would call a common event, depending on which effect you had?

I don't think it would be that difficult to code, but I have 0 knowledge of the syntax of ruby like I said before.

I've tried experimeting with this idea in the past but I had quite a number of bugs, but I think your passive effects script is the key to getting this right.

Thanks in advance.
 
arachus;272274":19hh5mu7 said:
Long time no see you Trickster (hope you're fine). Last time i saw this script was in it's 2.0 version, i guess. Now that i have this new version (and believe me, it's
incredible the compatibility work that you guys did) i'm having the following "problem": the first time i putted this new version in my project, the damage caused in battle wasn't showing. Ok, i changed the order of the passive skills to be only below SDK, MEthod and Library and the new RSC(new for me, of course). Since i'm using Dervv's animated battlers, i thought maybe something is his cbs was making this problem. In fact, i guess it did, because this problem disappeared. But now all my skills damage aren't visible. Do you know what could be causing it?

I don't know maybe try sending a demo?

Zopharr;272581":19hh5mu7 said:
Hey Trick, I once again have a question for you.

Would it be possible to set up a passive effect whereby a regular attack would call a common event, depending on which effect you had?

I don't think it would be that difficult to code, but I have 0 knowledge of the syntax of ruby like I said before.

I've tried experimeting with this idea in the past but I had quite a number of bugs, but I think your passive effects script is the key to getting this right.

Thanks in advance.

umm making a script call a common event is the easy way out, just what is it that you want to happen when a regular attack is done and I will try to code that in
 
Do i send it directly to you, Trickster? Or do i post it here? I guess only scripts.rxdata would be necessary, right? Or all files? I've never send any file here in rmxp.org.
 
Well I'm going to be coding several common events for different skills (I don't really know what they all will be yet, heh.)

For an example: Create a spell that inflicts a certain state on the caster. Whenever this caster attacks, the script would read something similiar to the passive effects thing, and having this passive effect would result in the call to the common event.

Doing this though, would require that each specific state have its own common event. I'll give an example:

-Caster casts a spell that inflicts a state that Ill call Healing Proc for now. Casting it on himself, each time he attacks (Would be nice if it would work for regular attacks OR physical skills, but I'm not asking for the cure for cancer here), it calls a common event. The common event would then have a chance heal each party member for a certain amount, based on the variables I set for the skill.

Also, I'm trying to figure out a way for skills to do a two in one effect. Deal damage to an enemy AND heal the caster/party for a small amount or something.



Also, if you don't mind me asking, one more thing: Is there a way to just write a small line of scripting to affect the target of a common event? Currently, the system is terrible at letting you select a target. For example, I created a skill that when used, deals no damage itself (We'll call it Electric Shock, for now) but calls a common event. The common event loops 20 times, playing a 2 frame animation and dealing a small amount of damage each time, giving the illusion of being shocked (In 2 seconds [ignoring lag] 20 damage numbers would fly up on the target). The sytem works great.. but I can't set the damage to be inflicted on the last target! The deal damage function requires you to select the target index, and doesn't have a "last target" option.

You think there is anything that can be done about this?

Thanks, once again, for your time.
 
@Zopharr
As for this specific "eletric shock" Zopharr, you could try using Seph's Multi attack. I'm actually using it and it's perfect for this kind of spell. Ah, it works even for heal spells.
 
arachus;272893 said:
@Zopharr
As for this specific "eletric shock" Zopharr, you could try using Seph's Multi attack. I'm actually using it and it's perfect for this kind of spell. Ah, it works even for heal spells.

Ahh, alright, thanks. I'll check it out.
 
That is not caused by this script that is a MACL error in fact my line 67 in that script does not point to that line

I suspect you have a bad version?

Also do not bump script topics, I am in school right now so my replies will be late (school > scripting)
 
Hi,

Nice Scripts!
First thing I want to ask: Is this compatible with your Bag of Skill Effects 6.0?

Anyway I have a problem with this script

at data_setup i got a line

Effects[41] = 'atk:-999,pdef:+999'

and at setup i got a line

Skill_Effects = [...] 135 => [41, 'turns:6,death']

However, when I use the skill, it doesnt seem to work, since the Monster I cast the skill on still gets damage and does damage to me.:-/

?bit confusing ':|
 
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