I was wanting to see if it were possible to say, award less exp and/rewards based on if my characters defeated an enemy. like If you knocked them out through Hp, you'd get normal rewards and drops, but depleting a "psyche" gauge (Mp) would render them mentally incapable of continuing... but...
Hello! Thank you for taking the time to read this request.
I'm looking for/requesting a plugin that gives enemies a simple static level (for example all slimes are level 2) and places a modifier on how much EXP they give each party member after the battle depending on their level difference...
EDIT: Skip to my second to last comment on the thread for a working result. (near the middle of page 2)
So, in most rpg games (not made by rpg maker) not every character receives the same amount of XP after every battle.
In Final Fantasy 8, whoever had the killing blow on the...
I'm trying to make a very simple experience curve as follows:
to get from level 1 to level 2 you need 1 Exp.
to get from level 2 to level 3 you need 2 Exp. (3 Exp. Total)
to get from level 3 to 4 you need 3 Exp. (6 Exp. Total)
and so on, where the max level is 10 and it takes a total...
Is there a way to provide EXP to an ally that fell in that particular battle (ie: main character fell in battle and was unable to revive, but still receive EXP from the battle so he doesn't fall behind the rest of the cast later on because of it)? If not, looks like I'll have to request a plugin...
So thought I could get some opinions on two different mechanics that has been a real struggle to get right, and see what people would prefer.
First I will start off with the interaction of the world, and obtaining items:
Interactions and exploration
#1 Icons and proximity:
actually, are there any JRPG type games (I guess turn based, so not ARPGs like say, Vagrant Story) where you have only one party member for the majority of the game? (I wonder if I'm forgetting something obvious.)
A month into making my life/dating sim game and I've finally finished making all of the love interests I still have to make most of their emotion range and overworld sprites but aye I'm proud of myself.