I've spent the last 5 hours trying to make some of my formulas work, and now decided I should ask for some help, haha. I'm someone who really learns by examples. Could anyone try to translate some of these more complex formulas from Ace to MV? I have some very complex effects in my games.
d=a.mat * 4.3 - b.mdf * 1.3;for s in [71,72,73];if b.state?(s);d*=1.2;end;end;d
a.add_state(150);if Input.trigger_count
:)C) == 1;a.atk*3-b.def*2;else;(a.atk*3-b.def*2)*1.25;end
(input.trigger_count
:)C) is for an Ace script and obviously doesn't work, but what would this be if it did?)
And if anyone wants to try to take a crack at either of these overwhelming ones (same thing with the input.trigger_count
:)C), it of course doesn't work in MV without the same script ported over, but I'm trying to decipher how I would do these effects if it was). These were done in Yanfly's Lunatic Damage, but now with the formula box as large as it is, they seem to be easily able to fit in the box without a plugin:
$game_variables[309]=0; if Input.trigger_count
:)C) == 1; $game_variables[309]=1; if $game_variables[174]==0; then self.animation_id = 288; else; if $game_variables[174]==1; then self.animation_id = 383; else; if $game_variables[174]==2; then self.animation_id = 287; else; end end end end
Code:$game_variables[205]=0; if Input.trigger_count(:C) == 1; $game_variables[204]=1 if $game_variables[206]>0; self.animation_id = 377;$game_variables[205]=1;$game_variables[206]-=1;else;end else if $game_variables[204]==1 if $game_variables[206]>0; self.animation_id = 377;$game_variables[205]=1;$game_variables[206]-=1;else;end else end end
I know some of these are a little over-the-top, but seeing them translated would help me do all of the other ones like it in my games, haha! Any advice is appreciated!