That's good to know.
I'm thinkin' I'll try makin' some skills based on level and other parameters.
So... I'll do the Trigger:Skill=whatever
then set up a call script $game_variables[whatever] = @event_id
then a conditional branch to flip a switch_whatever that'll turn on a common event parallel process to determine the damage. Something like...
variable[1]=hero level
variable[1]*some coefficient
$BlizzABS.enemy_deal_damage($game_variables[whatever], variable, 1)
switch_whatever(off)
that's the basic idea, but I'll expand it from there.
Your ABS is allowing me to get much further than I have before in game creation.
Right now I'm settin up 10 skills for each element (as a base, and I'll probably implement skill leveling)
After that I'll create skills for various weapons then make some specific classes and set those skills up.
Go create monsters... balance everything...
THEN, with an effective battle system (full of probably hundreds of skills) I'll be able to throw in storylines, dungeons, minigames, all the things that I've previously worked on...
Anyway, with the very basic @event_id (that i probably should've already known...) I think I'll be able to fix my problems. So thank you! And keep up the awesome work on your project, everything I've seen of it is muy bueno.
EDIT:
No no no no no!!!!
I just tried doin' the common event and apparently the $BlizzABS.enemy_deal_damage(event_id, type, operand) script doesn't suppose putting $game_variables[] for the event_id. I know i'm a menace, but is there a quick fix to the script so I CAN put variables to determine which enemy I'm dealing damage to?
That would be GREAT
Please don't double post within a 24 hour period. Instead just edit your post. ~ G_G
I'm thinkin' I'll try makin' some skills based on level and other parameters.
So... I'll do the Trigger:Skill=whatever
then set up a call script $game_variables[whatever] = @event_id
then a conditional branch to flip a switch_whatever that'll turn on a common event parallel process to determine the damage. Something like...
variable[1]=hero level
variable[1]*some coefficient
$BlizzABS.enemy_deal_damage($game_variables[whatever], variable, 1)
switch_whatever(off)
that's the basic idea, but I'll expand it from there.
Your ABS is allowing me to get much further than I have before in game creation.
Right now I'm settin up 10 skills for each element (as a base, and I'll probably implement skill leveling)
After that I'll create skills for various weapons then make some specific classes and set those skills up.
Go create monsters... balance everything...
THEN, with an effective battle system (full of probably hundreds of skills) I'll be able to throw in storylines, dungeons, minigames, all the things that I've previously worked on...
Anyway, with the very basic @event_id (that i probably should've already known...) I think I'll be able to fix my problems. So thank you! And keep up the awesome work on your project, everything I've seen of it is muy bueno.
EDIT:
No no no no no!!!!
I just tried doin' the common event and apparently the $BlizzABS.enemy_deal_damage(event_id, type, operand) script doesn't suppose putting $game_variables[] for the event_id. I know i'm a menace, but is there a quick fix to the script so I CAN put variables to determine which enemy I'm dealing damage to?
That would be GREAT
Please don't double post within a 24 hour period. Instead just edit your post. ~ G_G