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Beefy Kasplant

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Everything posted by Beefy Kasplant

  1. Put in requirements for Page 1: Self switch a is False Requirements for page 2_ Self switch a is True In the pages, end page 1 with: Set self switch a to true End page 2 with: Set self switch A to false
  2. That's why I asked how many options :p but yeah, if it's more than like 5, there is no a real way to do it
  3. How many different options are there? You might be able to set it with player variable
  4. https://streamable.com/k462w
  5. What are you trying to do with your damage calculations? @Talikan
  6. One more: { "ExpFormula": { "Source": "BaseExp * Power(Gain, Level)" },  "PhysicalDamage": "Random(((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1) / V_Defense), ((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2) / V_Defense")), "MagicDamage": "Random(((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1) / V_MagicResist), ((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2) / V_MagicResist")), "TrueDamage": "Random((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1), (BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2))" }
  7. Ah wait: { "ExpFormula": { "Source": "BaseExp * Power(Gain, Level)" },  "PhysicalDamage": "Random(((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1) / V_Defense), ((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2) / V_Defense")), "MagicDamage": "Random(((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1) / V_MagicResist), (BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2) / V_MagicResist")), "TrueDamage": "Random((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1), (BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2))" }
  8. { "ExpFormula": { "Source": "BaseExp * Power(Gain, Level)" },  "PhysicalDamage": "Random((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1) / V_Defense, (BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2) / V_Defense"), "MagicDamage": "Random((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1 / V_MagicResist, (BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2) / V_MagicResist"), "TrueDamage": "Random((BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 1), (BaseDamage * ScalingStat * ScaleFactor * CritMultiplier * 2))" } Try that ^
  9. Alright, it works only one way now though, so Ill fix it up and show how to do it
  10. Do you want something like this? https://streamable.com/lm8nm
  11. Are you using RPGmaker graphics? Because those are copyrighted.
  12. I feel like this is a job for @The Bunny Gamer Make the guy a wand! He will credit you, I'm sure of it
  13. The move route doesn't ignore blocked tiles. It's better to display an animation of the door sliding open
  14. After source release only. That one needs to be programmed in.
  15. Did some mapping and made some tiles https://i.imgur.com/LEqP6Rh.png https://i.imgur.com/oFpiUkk.png https://i.imgur.com/i0fdjq1.png
  16. That's a fucking cool looking trailer!
  17. It's not buggy, you are just not doing it the right way. Switch: IsChestOpened Event: Page1 Requirements: IsChestOpened False Graphic: Closed chest Trigger: Action button Action: Give item. Set Switch IsChestOpened to True Page2 Requirements: IsChestOpened True (Not sure if necessary) Graphic: Open chest Trigger: Action button Action: Show Text: The chest is empty
  18. I like it a lot more when it's zoomed out. The use of the plants make the tiles very obvious. I like what you're going for and I think it would look better with auto tiled grass instead of these 1 tile grass squares
  19. Look in the controls. Pick up is Spacebar
  20. Not at the moment sadly.
  21. But not with MS Paint. Use Paint.net, way nicer and easy to use!
  22. I've updated the rules! Feel free to comment or PM me with questions
  23. Don't know about you all, but to me this definitely ups the ante: Let's do this memers!
  24. Also, the danger makes it better
  25. Hit me up on the Discord: Kasplant#7833
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