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Trickster's Bag Of Skill Effects V6.0

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Ravenith;241624 said:
This could be done with a status effect inflicted to all enemies & allies. (something like poison) I think I have seen a script somewhere for custom poison effects

it could but consider this:

a.) varying numbers of turns. if you want the number of turns to vary, it will cancel it's effect for each enemy at different times

b.) If the move were to have an added status effect to it, what then? @_@
 
You will use Yeyinde's Poison script to create a status effect than reminds poison, in the way that it damages every turn. You can set the turns that it last static at 5, for example. The skill will do nothing, and the status will be inflicted to the desired targets via common event. That's how I would do it, anyway. You could add brances or loops for more interesting effects.
 
Okay Here's what I got Trick. Skill "ultimate price" is causing the character to revive after the battle is over and a character is dead from using the skill in the last battle. When the character is revived it still displays a knocked out status. It has nothing to do with autolife like I thought. Autolife works good. It's that Ultimate Price that's causing the problems. Everything else seems to be okay. I'll give it a further tests so I'll get back to you on that.

>.> and yeah finally posted in here. Please dont kill me! ._. *runs away* XD


EDIT: aww crud I didn't know someone already caught that... yeah ignore me. GOOD JOB TRICKSTER!
 
Raven The Dark Angel;244686":1nmtteor said:
Okay Here's what I got Trick. Skill "ultimate price" is causing the character to revive after the battle is over and a character is dead from using the skill in the last battle. When the character is revived it still displays a knocked out status. It has nothing to do with autolife like I thought. Autolife works good. It's that Ultimate Price that's causing the problems. Everything else seems to be okay. I'll give it a further tests so I'll get back to you on that.

>.> and yeah finally posted in here. Please dont kill me! ._. *runs away* XD


EDIT: aww crud I didn't know someone already caught that... yeah ignore me. GOOD JOB TRICKSTER!

hehe ;)

gengen;249244":1nmtteor said:
WTG trickster Then only thing missing in regeneration for hp and mp. It works great. :)

It's in my list of effects to do


So Far I have 57 skill effects lets see if I can hit 100 I have 48 requests in my requests file so that should be enough. Come on keep them coming you never know when I'll update and have more. (should be soon a bit after Sunday thanks to a certain someone :mad:)
 
I got a little question.
How can I add one effect to multiple skills.

Chance damage for example

module Effects
#--------------------------------------------------------------------------
# * Chance
# - syntax skill_id => [max, min, multiplier]
# - formula (random number from min to max) * multiplier
#--------------------------------------------------------------------------
Chance = {82 => [20, 0, 10]}

When I add another line under the current one the first chance skill doesnt seem to work anymore...:-/

module Effects
#--------------------------------------------------------------------------
# * Chance
# - syntax skill_id => [max, min, multiplier]
# - formula (random number from min to max) * multiplier
#--------------------------------------------------------------------------
Chance = {82 => [20, 0, 10]} <- stops to work
Chance = {84 => [100, 30, 10]}
 
Don't you need to do...:

Code:
Chance = {82 => [20, 0, 10], 84 => [100, 30, 10]}

That's what it looks like is wrong to me, anyway.


P.S. I have very little scripting experience, so if it doesn't work don't be mad... it might not work at all... I use events instead... ':|
 
Qaz Crash;298212 said:
Don't you need to do...:

Code:
Chance = {82 => [20, 0, 10], 84 => [100, 30, 10]}

That's what it looks like is wrong to me, anyway.


P.S. I have very little scripting experience, so if it doesn't work don't be mad... it might not work at all... I use events instead... ':|

Oh yeah right thats how it works. :thumb:
I tried "Chance = {82 => [20, 0, 10]}, {84 => [100, 30, 10]}",
which didnt work, so I thought its not possible :p, but it is, which is good of course. ^^

Thanks
 
I got it right? O_o

I have a suggestion: An attack that causes the target to repeat its last action for "X" turns. Think "Encore" from Pok?monâ„¢.
 
When I use Recharge the skill which is defined as "final skill" gets used by the target instead of the caster... o_O
The effect I get from "Sacrafice" doesnt seem to fade away...
 
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