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And yeah, if you know ruby it will really help with every aspect of your game BUT you should note that a new version of the engine is due to come out soon (RPG maker MV.) You may want to take a moment and make sure you're invested in ACE rather than the upcoming MV before investing much in the Ruby languege since MV uses java instead of ruby.
If you ever learn Ruby properly give me a few tips I'm still dealing with basic tweeks because I haven't invested the time to learn properly beyond just poking around in the script section. I'm at the point where I can look at a segment and have a vague idea about what it probably does without really understanding the mechanics of it.
I'll deff. come back often to go over them throughout my creation process!!!
I see that it was worth poking around a bit for info! I was getting discouraged by browsing in the RPGMaker's help section ....
Thanks a lot for the help!
I decided to run a simple online seach to see if I could find anything for you.
As far as other mathmatical possabilities, all I really know is what's on the in-app tooltip and that one trick with if-then. It is worth noting that varriables can be input into a formula and that they can carry all kinds of interesting data with a little extra set-up. I only found out about the if/else on the forums so I don't really know what else might be possible.
I don't know this for sure but I would say it's probably that not all
You might like this link, but it's only one person's notes on what can be done: http://cobbtocs.co.uk/wp/?p=271 I found it impressive but you could easily find it yourself with the right keywords in a google search. Awesome looking stuff, am still reading it atm.
There is only one other thing I will be looking into, if you know where the info is, that would be nice! I'll need the different mathematical tools to set up the damage calculations.
and confirming the "if / else" setup
if a.atk * 1 <= b.def * 1; 1; else; a.atk * 1 - b.def * 1; end;
where everything in ( ) can be changed
if (condition); (action taken when cond. met); else; (action to take when cond. not met); end;
is this right?
I've never completed a game but have 2 in the works atm. Hopefully I'll be able to get the smaller one done soon but the other one will probably end up taking me too long because of the scale of it and the limitations of my distractable development style.
Good luck with your game series. Is there anything else you might like explained that isn't on here?