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1. that's what itemshop is for, weapons=higher attack
2. ya i ahve that prob too. lots of messiness with the battle templates, i ma look into that later 3. when u miss an attack on your enemy, your ap goes up, once it goes to 100 u can use limit break 4. add midis through admin panel, uplad all the .mid files to your server 5. Install that postbibt mod ;) |
Still its a bit silly if 2 chars are both hitting a flat rate of 5, just means the one with the highest hit points will win.
I think ive solved the midi thing, i just set IE6 as the default to play mid files. |
sheesh thats alot of posts....
ah well will get my mind offa shide while I answer. Quote:
Saves me the hassle of having to do it myself. Quote:
And for the second time its REVAN not RAVEN. Quote:
* You still have to set the battle type for items * The rpg info style will be the same, but if someone has alternative postbit styles then I will include them in an addons folder. * Unless those "various small problems" are something discussed in this thread, they will most likely stay. * it will always have to use uCS. As Ive said tons of times, uCS has many of the features I would want in a points system and it would be lame to code both AND code an option to use uCS. The templates are going to change tho. Theres been a few people who say they are going to revamp the templates and as long as at least 1 of them gives me the templates... Quote:
If it doesnt, its there so you have that option. Non battle items does add a constant buff to the selected stat for as long as they are quipped, afaik. Quote:
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hmm Revan i am glad to say i don't have any rpg problems now it is 100% fixed ^__^
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You can either select a one handed weapon or a sheild or a two handed weapon. This means that the 2 handed weapon category is redundant, you may as well just have a "weapon" category and that's it.
The non battle items. I don't see any options any where to assign them to a specific stat. All I see is "buff", but there is no reference as to where this buff goes to, or how you can direct it to a certain aspect of the characters stats. In the rpg manual it states that the cost of a potion dictates its desired effect. Quote:
Also +att, +def or +att and +def items aren't working in the shop. I can make them but I can't purchase them. Any time thepurchase link is hit it just sends you to the top of the page with no inventory change and that category of item not filled. |
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It is the BUFF of a potion\spell that indicates how much it heals. (except if you hit heal Full on potions) Ill also add a heal full checkbox for spells (Full-Cure). Ill look into the +att etc stuff and fix it for v3. |
i wanted to know those variables because they weren't in that postbit addon.
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Revan what about the non battle items? How do they work in regards to where the buff goes, and how do I allocate where it goes?
Also I started looking at the vb2 RPG thread for some answers on a few things. Not much info there though. I found that the one and two handed weapons don't do anything. They are a different side of the same coin. |
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I cant really check right now because my localhost is filled with dbase errors cos Im optimizing the tables for v3. |
whoever wanted the postbit integration with the horizontal table, just to let u know, i finaly finished it and raven will release it tomorrow.
Raven: there was actually some stuff i added, so don't attach it yet, wait till i send u new one. |
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