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DenisColli
Guest
When you edit a Status effect and you change his property, are you changing his animations too?
>SA 32 Your custom elemental resistance reductionAbility WhenBattleScriptEnd EvenImmobilized[►code=Condition◄] (TargetAbsorbElement & AbilityElement) != 0 [►/code◄][►code=EffectTargetFlags◄] EffectTargetFlags & 253 [►/code◄]Ability WhenBattleScriptEnd EvenImmobilized[►code=Condition◄] (TargetGuardElement & AbilityElement) != 0 [►/code◄][►code=EffectFlags◄] EffectFlags & 191 [►/code◄]Ability WhenBattleScriptEnd EvenImmobilized[►code=Condition◄] (TargetHalfElement & AbilityElement) != 0 [►/code◄][►code=HPDamage◄] 2 * HPDamage [►/code◄]
Thanks, it's comforting to know. I'll be sure to share my impressions as I play when I get to it.The mod was designed to be beatable with no sort of grinding.
It was even proved to be beatable in a full lvl1 game (although that requires a lot of luck, retries and planning).
(Congrats @DenisColli btw)
Enabled = 1EncounterInitial = 0CountersBetterTarget = 1SummonPriorityCount = 1CurseUseWeaponElement = 1FloatEvadeBonus = 30CustomBattleFlagsMeaning = 1SpareChangeGilSpentFormula = Power * Gil / 100StatusDurationFormula = ContiCnt * (StatusIndex == 31 || StatusIndex == 27 ? 8 * (30 + TargetSpirit / 2) : (StatusIndex == 30 ? 200 : 400))StatusTickFormula = OprCnt * 150