Scrolls are also often used as consumables for their spells (Basically a canned spell as opposed to casting it yourself) while books grant buffs to INT, WIS, MAT, MDF, or whatever other intangible stats you're using, along with potentially adding an element to your attacks.
I've also seen both...
I had almost this exact problem once. Here's one way to do it:
Set the bridge up as a three page event.
Page 1 has no conditions, is the same priority as the player, and triggers on player touch. Have it check what direction the player is facing. If the player is facing to cross the bridge...
So problem one is that it should be a.atk, not a.attk (unless you typo'd here).
After that I'd say to check your evasion and accuracy rates first, and anything beyond that is beyond my (limited) abilities.
There's the lore route, e.g. certain vital points being in different locations on different enemies, which could theoretically extend to "it's not immune because it's a boss, it's immune because trees don't have carotids to slice." This effectively makes it "Sure, we could theoretically...
1. You realize that those are three wildly different styles and there's not going to be a catch-all, right?
2. I know there's at least a few Japanese tilesets in the store.
The fencer in one of my games pulls damage from her AGI a lot...
As for versatile, I'd say about 1.5x. The weapon still ultimately has the same weight behind it, it's just applied differently.
You could probably do this without a plugin even. Just create a state that lasts for one turn and raises defense impossibly high, another one that does the same for MDF, and a pair of skills that apply one each.
Class State: Fire Sale
The Merchant can use two items on their turn instead of the typical one.
As for skills... I'm mostly picturing buffs and support skills. A healing move based on the game's cheapest potion, a mana boosting move based on the cheapest MP Potion, buffs based on the temporary...
I actually find myself disagreeing with the suggestion to make the variations player-dependant, but that's porbably more than slightly colored by my annoyance with games that hype up the player's ability to choose their own path and then actually playing through shows those choices to have been...
Got it working, thanks for the help everyone!
All the bridges I saw everyone else do like this were of the "always there" variety, so I'm gonna go ahead and put what I did here.
Problems being, I'm probably going to use that bridge tile elsewhere in the game, and the player needs to unlock the bridge, so it needs to be an event anyway.
Still, It's better than I've managed so far, so hopefully it'll at least give me a starting point...
Basically, I'm trying to make it so that the player goes left/right over the bridge to move between the ledges, but can still go up/down under the bridge along the path below.
Been away for awhile, but here's some new free music. This one is kind of weird or experimental and not sure how I'd classify it. But, hopefully someone will find it useful!
I'm working with Excel today, and I just hate VBA so much. It's like the designers said "How can we make a programming language that works as obtusely and inefficiently as possible?"
Just finished and uploaded the delivery truck base/sprite sheet. I've been steadily replacing the default assets with early modern alternatives. The air-ship for a biplane, horse-drawn wagon for a delivery truck, and next a sailboat for a steam-powered passenger liner (think of the SS Olympic and RMS Titanic).
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