samamanjaro
Member
Can these skills be used in Mr.Mo's ABS or in the menu?
Ammom;110723 said:Very large array of skills, and they're all really good ones too! Very cool.
Burninating_Torchic;112422 said:Bleh...is there any chance you could post the script as a .txt or something? My computer's quite horrible, and I can almost never get a download to work...I tried downloading the thing, but it didn't work. >_<...
If you could post the script text, that would be awesome, as I could really use some of these skill effects for my game, but if not, I understand...
Trickster;112825 said:Have you passed your 50 download limit for today?, is the downlaod manager working properly? Are you sure that you have the legal version of rmxp?
Armor King 108;113989 said:This script looks interesting...
But I just want to know one thing before I try it out...can you combine multiple skill effects? Such as a Draining spell that does more damage the more you saved? Something like that...
Raven The Dark Angel;115246 said:Hey I got some suggestions for ya Trickster. How about doing some % damages similar to your demi and Qutarter one. (not sure if this is more of a passive skill though...) where the % comes from the total HP a monster has (not what he has left) and then when the varience is set it's the varience of %.... so like if you have a skill that damanges 25% total of the enemy's HP with a varience of lets say 10 it'll damage anywhere from 15%-35%. And have the same thing applied to healing skills.
I think something like that could be pretty handy. I know I'd use it. :D I think it's good for eleminating the out of date skills problems... Just an idea. You got a lot of good stuff here.
Zeppelin;120876 said:Great script. I was hoping I could find something like this to improve the battle system of my game since the current battle system in rmxp is pretty shallow. The only thing it was missing is a skill where after you damage an enemy you recover half the hp of the damage delt.
Shiro;128331 said:Like in FF6, there's the option to "Jump" which causes the player to jump for one turn. In other words be invisible for the next turn. Then the turn after that, the player does the damage.
Other examples of this would be "Dig" or "Fly" from Pokemon.
Could you do this request?
Hyper Wind;136861 said:Skill: White Wind
Description: Heals all allies' HP, with the caster's current HP (ex: if HP is 1600, then it heals all allies with that number)
Skill: L4 Suicide, L3 Flare, L5 Confuse, etc.
Description: Does damage/causes status/etc. effect to the enemy with level multiples of 3/4/5/etc.
Skill: Ultima Blast
Description: Does EXTREME damage to the enemy, ignoring high defense. (could be useless)
Skill: Rage
Description: For every 1-5 turns, the ally attacks the enemy, but after being able to control the ally again, the ally is given one or more status effects.
Skill: Doomsday
Description: Does incredible damage to everyone. This however; varies on how you play the game. (ex: if at a high level, damage = 1000 or less rather than 9999 or more, the damage increases for every time an ally is KO'd,
damage increases of the number of status effects your ally is hit with, this also includes good status effects, damage may increase over the "choices" you make, like saying you have a choice between saving someone and not saving someone, choosing "not saving someone" will cause the skill's damage to increase. I'm thinking in the lines of merging this with the personality engine script. And so on so forth...)
This could be way too useless or perhaps too darn hard to do.@_@
Well, this is all I have for now, and hope that this will become of good use.
TywinLannister2;140334 said:Hey, I have tried and tried and tried to impliment this script into my project, but i think there is a conflict with your advanced targetting script, specifically with absorb and osmosis.
When these skills are used i get an error with the advanced targetting script. I dont have the stuff with me (I know, i know), but off the top of your head, do you know how to tempoarilly disable the advanced targetting script when a skill is used with the absorb or osmosis element?
PS: I ported the skills script into a new project with no other scripts, and i have the skills set up fine, so there is no problem there.
Absolutely love pretty much all you've published though, keep it up!
RMdude333;139085 said:I have some more ideas, that can go with scripts you've also made, as well as effects without other scripts.
With the Equipment Weights Script:
- Skill Effects:
1. Damage increases if more weight is carried.
2. Negative weight from being encumbered is added to the skill damage.
3. Carrying weight saved is added to the skill damage.
Dynamic Enemies:
1. Damage = Enemy exp/Enemy level
2. Damage = enemy stat(STR, INT, DEX, AGI)/Enemy level
Additional Item Drops:
1. Damage based on the possible number of items received.
2. Damage increases if there is are two items with the same possible percentage on one enemy.
3. Damage increases if it's possible that two enemies could drop the same item.
- Skill Effects without other scripts required:
1. Damage if total exp. increases.
2. The skill is used, then if an enemy uses a skill, a status effect is inflicted upon them.
3. Damage increases with more victories.
4. Damage increases with more deaths/losses(if custom handler allows a loss).
5. Damage increases if before the skill is used, someone attacked the enemy.
Woah, so many to think of. I love thinking about these.