Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

King_Melon

8
Posts
A member registered Mar 16, 2022

Recent community posts

Thank you, I saw the HP type version but not the other. 

<3 thank you!

Is there a method to set the cparam to a specific number? Like I have it currently at 6 but I want to set it to 10 without adding 4. Like .cparamSet(paramId, value)

How would I use 'this' to reference the holder of a weapon with dynamic params? I am trying to do it so the weapon will calculate the bonuses based off of custom params of the holder. So something like:

0.00005*$gameActors.actor(1).cparam(0)+0.00001*$gameActors.actor(1).cparam(1)

but instead of hard-coding $gameActors.actor(1) I want it to be dynamic. I dont have a full mastery of 'this', but that paired with how rpg maker calls events and objects makes me lost

As a note, this is possible through changing the core file rmmz_objects (or making a plugin to change the core file) in two places. Game_Action.prototype.itemHit and Game_Action.prototype.itemEva. itemHit is used for accuracy and you can define different hit types as different parameters (I have different accuracy for melee, ranged, and magic) and itemEva is used for dodge and you can have multiple based on the hit type. 

Can values be non-numeric values? Like can I have a parameter be a list of strings?

I actually use that one as well, I will do some more research into it. I am just a dev and being given requirements for a game, the 'client' wants a lot of special things so its a matter of what can I do to get them. Your plugins are great by the way, thank you for all your work on them!

Do you know if there is an easy way to use a custom 'ToHit' (lets call it id 0) parameter and 'dodge' (id 1) parameter for accuracy? 

so something like % chance to hit = user.cparam(0) - target.cparam(1)

Or would I have to go deep and change the core files?