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So... Spells would have to be prepared for beforehand by liquifying select items?

Or would that step be done in-battle when you go to use the magic?
Spells would need to be prepared "before hand". Kind of. Basically, you would break down weapons, healing items, random bits and bobs at Alchemy Stations. Then, you could cast known spells in battle if you had the "ingredients" for those spells via the liquid magic vials.
Like, you could break down some Oil into Liquid Fire and break down some Daggers into Liquid Metal. Then, when you select the spell "Shrapnel", it would use one vial of Fire and one of Metal to cast.

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So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! :LZSexcite: I'm going to devise secret messages now for them because I'm a terrible wonderful person like that. :kaopride:
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
What I worked on today. :LZSjoy:

No stream today, make a game in MZ is continuing next week!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD

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