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DogBronson

8
Posts
A member registered 90 days ago

Recent community posts

I think that's working! At first I thought it wasn't, but then I realized when putting "this.level === 2", the 2 is the level BEFORE they gained a level, not what level they become.

I only tested a few levels. It's going to be tedious entering them all one by one, but that's okay with me if it works like I want it to. I'll post back if there's a problem. I don't mind waiting on an update to the plugin.

Thanks for helping me with what is probably a very specific use case, you're the best.

(1 edit)

Thanks for the quick response!

When I try your formula I get NaN. (I did change X and Y to numbers and put the formula in both Min and Max).

Yes, I want to choose specifically which levels growth will happen. I might just be misunderstanding this plugin a little. I don't want to use Growth Chance because I don't want any randomness. I don't think LIMIT will work for me because my main concern is not having stats grow too fast but I still need room for items and equips to raise stats beyond what their natural growth may be.

EDIT: I'm using custom params where I don't want random growth, otherwise I'd just use the default engine's curves.

Hello!

For one of the stats in my game I don't want random growth. I can set Min and Max both to 1, but then it increases every level, which I also don't want. Is there a way to accomplish this?

I tried entering something like "if (this.level = x) { 1}; if (this.level = y) { 0};" into both Min and Max but it still increases by 1 every level no matter what.

Thanks, I'll see if I can sort it out that way. Regardless, it's an amazing plugin!

Sorry I wasn't clear. In my project, I have, for example. Levels for enemies and I would like to be able to display that, among other stats such as AP and Charisma. Stats beyond the basic Attack, Defense, Agility, etc.

I'm able to fake some of this by using the Note information in the plugin. If there were a way to use multiple Notes  (I mean this Note, for clarity):

then I could probably accomplish what I'm wanting, but of course adding multiples of those just displays the same information multiple times.

It sounds like I'd need to set up a custom category and then basically use that as my bestiary. Since that has to be managed manually that would probably be a bit tedious, so I might just rethink some things if there's not another option.

Hi! I'm using custom parameters in my project. Is there any way to get those to display in the Bestiary? I can't seem to figure it out if there is.

I don't see anything about disabling it, but I might be missing it. Thanks for taking a look, no rush!

I get an error: "

ReferenceError

Window_StateTooltip is not defined"


I haven't done anything with the plugin yet.