You need to deconstruct your ideas into a series of steps.
Rather than thinking system from x game, it's better to look at what the actual mechanics are and then replicate it.
The persona system, for example, is similar to FF7 materia and the persona is basically a summon in game.
Hope you're doing well, glad to see you're still making great looking icons :)
A rather mundane request
I noticed there is no !Switch1 icons for the levers but you can obviously have them without the lever fitted. Would be handy for the puzzle on the map I am currently working on :)
Left my review on rpgmaker.net but this was a great little gem from mcbacon jam and importantly it was highly accessible as well.
Considering the tight timeframe and the to be continued I'm looking forward to future addition like choosing missions, expositions and more character development...
Try using this https://mrtrivelvx.wordpress.com/2014/10/03/conditional-drops/
That script allows to add an extra drop to enemies, which is conditional.
You could make make your Morph skill to have a specific element and enemies would drop/have chance at dropping the item if it was killed that...
After 7 months of really hard work and then 6 months of lazing around and procrastinating with adding the final touches my game is finally complete! Not bad considering that a year ago I didn't really even know about variables. Thanks to everyone who helped with questions and assets! Feels good to have a game under my belt! Ep2 (also self contained) may possibly come in the future!
I just made a breakthrough in my Battlecore problem where the Abort Battle command wouldn't work after using a Custom Action Sequence skill. It seems that Abort Battle can't be the last command in the event.
Before, the event was ordered (Dialogue -> Abort Battle). But having the message appear LAST fixed it.
(Abort Battle -> Dialogue)