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(1 edit)

Hi! Having variables increase or HP gains in the default formula would generate a problem where the effect would activate for each enemy. Does your plugin have the same problem? If so, do you know of any workaround? 

No, this problem will still happen with my plugin as well.

The reason is because there are certain times where an enemy, or an AI controlled ally will run a function to check to see what the most damaging ability to use would be, and to check this, it test runs the damage formula of each skill on a target. If your damage formula has other functions inside it, these functions will end up being run during the test, even if that skill isn't the one that ends up being used. Like if, for example, in every damage formula for every skill, you have it count up a unique variable, so you can check the variable later to see how many times the skill was used. That variable will go up by one every turn if the enemy is testing the damage of the skill.

Unfortunately, all this plugin does is allow you a damage formula shortcut, but everything that the damage formula is used for will still use this formula too, so the problem is still present.

Best practice is to move any calculations, or variable changes to either a common event on the skill (which is run after the skill is used by default) or into specific note tags on from the YEP_SkillCore plugin, specifically an after eval will run after the skill is used and has landed the hit.

~Ramza

I don't use VisuStella plugins. Obfuscation is a problem for our game. But thank you for your info, I'll figure something out.