Sounds more like an engine problem. If I remember correctly these kind of skills works this way, hits are calculated before the first strike. So if there's 4 targets, the 1rst strike is supposed to hit target 2, the 2nd strike to hit target 4, and the last strike target 2. But if you kill the target 2 at the first hit, you'll lose 1 hit. Because possibles hit target aren't recalculated after each strike.There a new glitch with the skewer upgradem, you suppose to now able to deal 3 hits, but many times karryns only gives out 2 and its messing me up
I need some fucking viable ways to deal with goblins having more stamina damage output that thugs.
and DONT you dare tell me its A nother antiplayer NEW FEATURE, There more than a handfulls already
this game gives no repects for the player
If what you are describing is true that sounds more like a dev problem than engine one. Dev can code the game to check after every attack. I'm not exactly a rpg maker dev but declaring an array that holds all enemies in the current wave and checking that array after every hit of the skill to see if one of them died using a for loop shouldn't be a problem.Sounds more like an engine problem. If I remember correctly these kind of skills works this way, hits are calculated before the first strike. So if there's 4 targets, the 1rst strike is supposed to hit target 2, the 2nd strike to hit target 4, and the last strike target 2. But if you kill the target 2 at the first hit, you'll lose 1 hit. Because possibles hit target aren't recalculated after each strike.
Pretty much every rpgm game that feature a skewer like skill got this problem.
I don't know how customizable the engine is, that's just what I read a long time ago. To do what you suggest, the dev has to entirely rewrite the skill and can't use the native system, I think. I'm not an rpg maker dev eitherIf what you are describing is true that sounds more like a dev problem than engine one. Dev can code the game to check after every attack. I'm not exactly a rpg maker dev but declaring an array that holds all enemies in the current wave and checking that array after every hit of the skill to see if one of them died using a for loop shouldn't be a problem.
What I am talking about is beginner level programming, one of the first things you learn when trying to learn programming languages such as C# and JS. I highly doubt rpg maker is so limited to the point it doesn't allow developers to write simple checks for skills.I don't know how customizable the engine is, that's just what I read a long time ago. To do what you suggest, the dev has to entirely rewrite the skill and can't use the native system, I think. I'm not an rpg maker dev either
I think I remember where I've read that, for The Last Sovereign, built with an old rpgm engine. Now with MV there's some chance that you can fully customize a combat skill using JS. Or not..? But if you can fully write how a skill is supposed to work, it will be pretty simple to code. But seing after all this time that inmates still overlap from time to time, I think that Rem still struggle a bit with JS.What I am talking about is beginner level programming, one of the first things you learn when trying to learn programming languages such as C# and JS. I highly doubt rpg maker is so limited to the point it doesn't allow developers to write simple checks for skills.
Im supposed it either planned or they fucked up somewhere and be like "well its a feature now" either way its a "fuck you"Sounds more like an engine problem. If I remember correctly these kind of skills works this way, hits are calculated before the first strike. So if there's 4 targets, the 1rst strike is supposed to hit target 2, the 2nd strike to hit target 4, and the last strike target 2. But if you kill the target 2 at the first hit, you'll lose 1 hit. Because possibles hit target aren't recalculated after each strike.
Pretty much every rpgm game that feature a skewer like skill got this problem.
Thats not how this Game does Skewer. Enemies are not really dead when their HP drops to 0. If target 2 would be "killed" at the first hit, it could still receive other skewer hits. Its due to this why i dislike Skewer as each hit still grants pleasure points (Cleave > Skewer in pure). Before, dev did not really discard any enemy and its due to this why people experience slowdowns in Endless Waves.Sounds more like an engine problem. If I remember correctly these kind of skills works this way, hits are calculated before the first strike. So if there's 4 targets, the 1rst strike is supposed to hit target 2, the 2nd strike to hit target 4, and the last strike target 2. But if you kill the target 2 at the first hit, you'll lose 1 hit. Because possibles hit target aren't recalculated after each strike.
Pretty much every rpgm game that feature a skewer like skill got this problem.
Why do you keep deleting your own posts, are you wanted by fbi or something?Thats not how this Game does Skewer. Enemies are not really dead when their HP drops to 0. If target 2 would be "killed" at the first hit, it could still receive other skewer hits. Its due to this why i dislike Skewer as each hit still grants pleasure points (Cleave > Skewer in pure). Before, dev did not really discard any enemy and its due to this why people experience slowdowns in Endless Waves.
Dickhead8888's problem is a simple one. He might not like it, but it's a feature that is mentioned in the Game.
Skewer Training 2 Edict: "Skewer MAY hit a third time" <--- It's not guaranteed.
With Skewer Training 2 you will have approximately 75% Chance to hit for a third time.
With Skewer Training 3, that chance is reduced to approximately 35% Chance but you gain a guaranteed +1 hit.
Skewer Specialization also grant a guaranteed +1 hit.
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So its not a glitch, just a middle fingerThats not how this Game does Skewer. Enemies are not really dead when their HP drops to 0. If target 2 would be "killed" at the first hit, it could still receive other skewer hits. Its due to this why i dislike Skewer as each hit still grants pleasure points (Cleave > Skewer in pure). Before, dev did not really discard any enemy and its due to this why people experience slowdowns in Endless Waves.
Dickhead8888's problem is a simple one. He might not like it, but it's a feature that is mentioned in the Game.
Skewer Training 2 Edict: "Skewer MAY hit a third time" <--- It's not guaranteed.
With Skewer Training 2 you will have approximately 75% Chance to hit for a third time.
With Skewer Training 3, that chance is reduced to approximately 35% Chance but you gain a guaranteed +1 hit.
Skewer Specialization also grant a guaranteed +1 hit.
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Weird fetish(or should I say trauma?) but ok.Its just a thing i do. I once logged back in to my Facebook account after years and saw some posts i made when i was younger.It was cringe to look at... Started to delete posts semi-regularly if i feel like the receiver got the message or if the post is not needed (in the case of f95, i need 3-5 posts for some features). It sticked to me.
Brother use the search feature. Or try clicking links on the main page. Mods don't bother updating the OP post for whatever reason.so nobody has the update here
Welp, that makes sense. Thanksa few months ago the condom drinking in ccmod was broken for a while and you would get filled condoms out of thin air without having sex, i dont know how it works now im waiting for the game to be somewhat in a final state to play it again with ccmod.