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回報翻譯問題
another problem you have is that 'b.erase_state(1) + b.mhp/2' will not heal the mob at all.
to fix this use 'b.erase_state(1); b.hp += (b.mhp/2)'
to fix your problem with states as they are actually unnessesary use this full code
I tried your formula but it had a syntax error. I'm to much of a formula newb to figure out what's wrong with it.
From what I understand, it's basically saying;
Does recieving enemy have the same ID as casting enemy ?
Remove death state; current hp += half of max HP
else 0
So I tried doing this:
if b.enemy_17=a.enemy_17; erase_state(1); b.hp += b.mhp/2; else; 0; end
The enemy casts the skill and the dead ally recieves no damage lol. If I add remove death state as an effect, they are revived with 1 hp.
Tried it, but the results were about the same.
It would make sense that the states I assign go away after death. It would explain why they become revived with 1 HP.
Would there be a way to use element type to identify who to revive rather then ID's and states?
so 2 is 00% and 0.5 is 50%, ect. the nat that point you don't even need to check to see if the caster and reciever are the same Sorry forgot what we were doing for a second (it was originally asking to see if the rate was = to 2 for 200%)
also upon futher reflection I don't think you can make the skill remove death AND heal. at least not within the condition. You could put the healing in the effects but otherwise it won't work. I actually just though a newer and more simple method that will require 2 skills
the first skill will be assigned to the enemy and will have the formula of
Second skill:
it will have nothing in the formula bar (actually set the damage type to none)
and will have the effects of Remove death and then + hp 50%. In that order.
This should solve the problem.
Last thing I did was;
b.element_rate(4) >= 1 ? a.force_action(skill 54, -2) : 0
It casts the ability, but I get the "no damage taken" message. Which would mean that the condition wasn't true?
I set the enemies to have an element_rate 4 to 100%. That should return a value of 1, according to what you typed in the last post.
I believe I'm checking for b.element_rate(4) to be greater then or equal to 1. Seems like that would work.
I also just tried this:
b.element_rate(4) == 1 ? a.force_action(skill 54, -2) : 0
No error message, just "no damage taken" from the already dead guy.
(It goes without saying skill 54 is set up how you detailed the chaining skill to be)
if b.element_rate(4); b.remove_state(1); a.force_action(skill 54, -2); else; 0; end
This formula succeeds at reviving the target, but with only 1 HP (Like yesterday).
Now what I gather from this is that the syntax is correct, but a.force_action does nothing because it forces the use of a turn, but doesn't generate a new turn.
Like wise, when I try this;
if b.element_rate(4); b.remove_state(1); b.force_action(skill 54, -2); else; 0; end
The revived ally cannot be forced to heal itself, because it's turn was expended in the revive process.
So of course if force_action doesn't work in either case, the chaining skill is useless.
As I was typing this, I had an idea of a formula that would do 2 different things depending on what state they were in. So in theory, I make a skill that casts twice (repeat option) and either revives; unless already revived; in which case heals 50%.
if b.element_rate(4); b.remove_state(1); else; 0; end
Effect Add: HP + 50%
I'm gonna test this and let you know what's up.
Thanks for the help so far. Really good stuff.
Post Edit:
Alright so repeat skill is def not the answer since it casts on another target. And it turns out that you don't need to remove death state to revive someone. Just by casting a generic recover HP skill on a dead ally will do.
So I'm coming to the conclusion that you don't need to define an element rate for a specific enemy for it to have a 100% rate. Which would make sense, since otherwise element based attacks would do no damage unless defined by each battler.
So now I'm doing this;
b.element_rate(4) * b.mhp / 2
When I define battlers to have an element rate(4) to 0%, they are not revived and healed by the skill. I'm sure I can do this in reverse to just define battlers with an element_rate(4) of 200% to be revived and healed rather then vice versa. I'm afraid I'm gonna have to use...
MATH! Maybe something like;
(b.element_rate(4) - 1) * b.mhp / 2
Anyways, thanks for working this out with me. Now I just have to deal with retarded battlers that constantly try to heal an unhealable target. I know there's a script for this, but I'm trying to avoid stockpiling (to many) scripts until I've learned the full capabilities of the editors tools as is.