I do like this and have given thought on how enemies could meaningfully use TP. And I think from an enemy's advantage, TP is really underutilized that way in RPG Maker games.
Heck I might just give that a try, since enemy TP has been sitting in the back of my mind. And I generally like the...
Is it possible with YEP_MainMenuManager to redirect the Skills, Equip, and Status commands to a specific actor? By default, choosing either forces you to select an actor first.
MainMenuManager uses eval functions for how the commands operate. For reference, this is the default for status...
Actually, the body/soul/mind thing is brilliant. I'd be very interested in seeing someone's take on that. I can see potential issues there though in that the main menu and battle interfaces, at the very least, would require adjustments so they'd make sense for the setup. Because, as individual...
I think my main issue with ARPGs in RPGMaker, at least from those I've seen, is that they tend to emphasize more on fighting off simple enemies or mobs of them. There doesn't seem to be as much support in RM ARPGs for making unique, more complicated bosses that aren't just statistically stronger...
I've been trying to give this one some more thought. In a game with only ever one actor, how would one create a turn-based (or semi turn-based) battle system and mechanics that would best fit that? Or even how to rework an already defined system to compliment that?
Obviously a one-person party...
Been taking a break from my project's mechanical side of things to work more on its narrative and characters, something which I've admittedly found difficult. Things are going a bit more smoothly and steadily now.
I look forward to the day when I can even show off any of this.
Well I can certainly live with having to make multiple states per stack, especially with only two stacks max. It is doable, just takes a lot of time to setup and might not be the most efficient, cleanest way of going about this.
Having it all be one state per buff/debuff would be the ideal. I...
So, an update. After considering the options presented here and several days of fighting with javascript, I was able to get something that works with @Junane 's and @Trihan 's help on Discord using the multiple states-per-stack method (in my case, only two stacks):
Stack 1:
<Category: Attack>...
Just now got this bundle! Many great choices here all going to an important cause, but I was especially drawn to the assorted assets. I noticed a couple of Eli's plugins were included too.
@Alador a bunch of things that require passive states, carefully constructed skills in advance, visual tricks to mask limitations, and a lot of repeated hammering until it all sticks. Needless to say, I'm pretty tired now but determined.
I really, really want the Magic story to be good, but instead we got today's chapter of the most predictable mish-mash of tropes with almost no personality. I let go of the physical game years ago, but I can't seem to let go of the story.
I introduced a new character to Mintabelle's Wonderland. Fufu the Raccoon! She's supposed to be a motherly daycare attendant, but when the power goes out, she becomes a monster. Rumor among kids says she causes these outages herself...
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