> Realizes Yanfly JP Manager fundamentally does not work the way I think it does, ruining plans I had with Learn Skill Engine
> Also realizes I can just modify Learn Skill Engine to take a completely new variable-based currency
> *cracks knuckles*
When you want something done right, you do it yourself.
Hell yeah I finally got combat hotkeys to work. Now you can:
* Voluntarily cut your speed w/o taking up a turn (button 1)
* Change your equipment mid-combat without taking up a turn (button 2)
* Have five customizable slots for item use that you can set up what is used. (button 3-7)
It has now gotten to the point where I need detailed excel spreadsheets to track where every individual enemy on the map is, what type of enemy they are and how many rooms you need to pass through to make them respawn.
I'm simultaneously proud of my diligence and would never wish this torture on even my worst enemies.
Custom slip rates and custom ailment durations for enemies really opens up the floodgates for status effect use. I can have Poison and Time Stop affect bosses without it breaking their balance! Finally, a healthy middle ground.
(Especially after I cooked up a thing that prevents you from re-applying deadly states more than once in specific occassions.)
Made an attachment for the HUD that I can control the visibility of with switches. This tracks the current amount of items needed to finish a quest. Once you meet the requisite, it turns into "complete" because I figured it would be a good way to tell the player they're done. Also it stops numbers from going off of the UI.
Rendering the intro for the 4 time today, everytime it finished I noticed something that I found off and had to fix it and render it all over again...
Would not be so bad if it was not for my PC having the speed of a slug.