In the damage formulas, how would one go about using a different formula when the attack targets multiple enemies? For example, a magic attack that targets all enemies and distributes the damage among them evenly.
And again, the character sprites are doable but if you want to use the face sets they won't match the MZ style as the head sizes are different and it's easily noticed. And it can't be mixed with other MZ assets without doing photoshopping.
If you own MV, the majority of this pack you already...
I can certainly do that, but at that point I should just use MV (which I own 3 copies from purchasing on the store, included in some HumbleBundle pack, and the MZ preorder bonus) to generate the character rather than swap them in and out. But the parts can't be used with the sideview, faces, or...
My rule of thumb is:
(Max Number of Active Party Members * 2)
(Max Number of Active Party Members * 2) - 2
where Max Number of Active Party Members > 3
This means you can split into 2 parties and you don't have just one guy no one uses hanging out the whole...
I have spells/skills that inflict the basics (poison, para, slow, etc.) and then compound "micro status effects" that have a lesser percent success rate on each spell/skill attack that set up combos or damage chains.
For example, when casting the Ice spell there's a 30% chance to inflict Freeze...
There are visual issues with the generator parts using in MZ-- they don't seem to have been actually udpated and are just copied from MV (which I already have if I wanted incompatible parts...)
Here the feet are mismatched.
Down sprites do not work.
Arms where arms aren't supposed to be...
Effekseer is just a particle engine, you can still use it to make NES styled graphics with sprites that are pixelated or pixels themselves. I am pretty certain you can use effekseer to show static images with no delta x,y,z to show images in order as well (not nearly as easy to use as sprite...
You can play D&D that way, where the DM awards levels on Milestones rather than XP.
Sounds basically like Item level which MMORPGs basically use now. I tend to associate item level with lack of content personally, where you have to grind the same content over and over for higher level...
I HATE fake deaths. Something more meaningful was something like finding out Auron and Tidus were already dead.
I say, don't fake it. Be bold, kill a character, make us feel something and have some actual feeling of consequence.
I say 9999 is max. Why?
Consider damage as a value from 0% to 100% with 2 decimal places of precision.
When you hit for 120 damage you are doing 1.2% of the maximum possible damage. When you hit for 5000 you hit for 50.00% the maximum damage.
It's simple and makes sense. And, within the...
I think FFX is a great example of an engaging but simple battle system. The break skills (Armor break, MAgic break, etc.) give a lot of strategy to the order of attacks, the element system is simple and implemented well so each fighter falls into their roles well and monsters with high evasion...
You could so something like this:
Equip Fire feather, deal 2x damage vs Ice but take 1.5x damage from ice.
Change Feather to Ice, deal 2x damage vs ice but take 1.5x damage from fire AND ice.
So equipping the feather penalizes you less in damage up front but swapping means that you don't lose...
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! I'm going to devise secret messages now for them because I'm a terrible wonderful person like that.
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!
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