It's possible to adjuts how many columns and rows each scene will have, and Visustella made a incredible job giving access to us to change it. Look at "JS Code" on the Plugin Parameters, there's a LOT that can be customizable through logic.
It's hard for me to set "classes" for my characters, specially in my current project, mostly because I like to see them as something like "MobA Heroes", with their own, personal abilities, not necessarily aligned with classes.
Brenda, the Blade Maiden, is a melee fighter with overall average...
In my project, most of the villagers' houses are locked, with a few of them even being opened by the houseowner, that speaks to the player and goes back inside. Unlocked houses are rare, plot-relevant, and visually indicated ingame.
Taverns are actually very important in my project;
- They are the only places where the player has access to Team Formation.
- Each actor has a interactable NPC, where the player can lollygag and learn more about lore and about the Team Affinity.
- The bartender always knows rumors about places...
@The Row , the forest is more like a region than a dungeon, with 2 caves (each of them with a few levels), and the whole forest can be traveled by land, or through the trees canopies and wooden bridges, hence the quasi-absurd size.
I could make a "Push Wolves/Encoutners" event with a lot of " $gameMap.encounterList.push(encounter)", each one refering to a specific map of the forest? Or will it be needed to make a parallel process event that runs whenever the player enters each map?
The forest itself is vast, with 19 maps that measure 60x60... Seems and feels like a simple, and yet unoptimized solution... Which is sad, because I would love to have more control over Encounter Tables, to enrich the experience in more dungeons of the game.
Howdy, fellow developers!
There will be a vast, dungeon-like forest in my game, and in the deepest place of this forest, a boss awaits. This boss, however, is determined by previous events, before the players enther the forest.
There are 2 possible bosses:
- The Acrid Wolf
- The Burning Stag...
@SumRndmDde had a plugin for "Quick Time Event" skills, and by my experience, actors with Auto Battle settings will occasionally use skills that require a Quick Time Event to be more effective.
Maybe having a playable actor as the Captain, and giving QTE skills for the minions might be your way...
How do I:
- Completely nullify TP natural Gain?
- Hide TP Bars outside of battles?
I want TP Bars only to be shown in battle, and each character will have it's own methods of gaining TP.
I'd rather use Visustella's Batte Core, and make a state called "3rd Strike Cooldown"; this state will be needed both for the heavier damage, and for the cooldown. Using a Custom Action Sequence, I would check if the user has the "3rd Strike Cooldown" state; if it has, the whole 3rd strike is...
I have an idea, but please be assured that's a rushed idea:
For this example, let's assume only 3 elements:
you're gonna make 6 passive states:
3 will be stored in your Dragon race:
- Fire Dragon Resistance
-  Ice Dragon Resistance
-  Lightning Dragon...