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Messages - MerryCureSlime

1
(maaaaaybe I should have titled the thread better... ah well)

@SolarisSpell Like VXA's Luck, huh? That's interesting.

Monster Super League's Recovery stat seems neat too (higher REC: gain more HP/SP from Orbs and other healing sources), assuming one doesn't already have an Augment Healing passive or similar on their game.
2
I had a little idea bulb and tried to open up a 'test' project. In it, I would use only the stats: HP, MP, STR (turned into Offense, and using it to calculate ALL damage, melee, ranged and spell-alike), DEX (turned into Defense), and Speed. That leaves out the Intelligence stat, which I could ditch, or try to incorporate it into another use...

...but I couldn't think of anything that I could use it for in the end.

Any of you has tried similar? What would you use this left-out stat for, under which flavor, with which mechanics, etc.?
3
Script Requests / Re: [XP] Battle formula for Items?
April 28, 2020, 04:22:17 pm
Ah, shame.

I won't ask about this further, but I suppose a proper way to start getting something done myself would be to add a user def to the item_effect line in Game_Battler 3

226     def item_effect(user, item)

like this?

I doubt I'll manage to get anything out, but at least this sounds like a step in the right direction?
4
Script Requests / Re: [XP] Battle formula for Items?
April 25, 2020, 02:21:50 pm
The same general algorhythm that skills use, able to involve any of the user's stats before the enemy's defense applies, and able to heal/damage by fixed numbers when needed. And yes, appliable to all useable items in the database.
5
Script Requests / [XP] Battle formula for Items?
April 22, 2020, 03:13:32 pm
Don't remember seeing something like this being proposed/requested around, so might as well give it a shot.

Basically, I wanted a script that allows items (say, bombs and the like) to do damage based on the user's stats. By default, they can only do fixed damage (by setting their HP healing value to a negative number) and that damage is confronted by the target's defense stats, which means they get less useful later on really quickly.

In VX Ace it's easy, since the default options allow for damage formulas for items, but not for XP.

I'm not using any custom scripts, basically starting a blank project.
Though maybe some compatibility with Blizzard's Tons of Add-ons or Wecoc's VX Ace collection would be welcome.

Appreciated the time taken in reading.